Wazdan Extend Their Reach Through a New Partnership with MrSlotty European Gaming Industry News
Wazdan Extend Their Reach Through a New Partnership with MrSlotty
Wazdan, the main manufacturer of innovative slot games, explains new partnerships with Internet MRSLOTTY slot providers, and Wazdan games are provided to casino partners in Europe and all Asian areas.
Mrslotty GameHub invites a mobile version and a web version of online casinos, and is designed to recruit all layers of players, from those who like traditional slots to millennials, and are native HTML5. We provide a lot of cuttin g-edge and cuttin g-edge slot games.
MRSLOTTY is not a rudimentary Slowes purveyor, but a rea l-time statistics, a large amount of CDN covering all continents, a no n-interruption API, a 7 certificate RNG, a full HD graphics and animation, and a small game. It is a technical platform to be provided, only 3, 2 MB for games-Various marketing materials for supporting casino-partners as well as VLT web terminals (video-head terminals).
MRSLOTTY supports all languages, all currency units and cryptocurrency, turbo auto spin, charity rotation, doubling bonus games, 4 times, entertainment mathematics, cover volatility, and RTP, and VL T-web terminal Supports many extensive game functions such as (Video-Head Terminal).
Mrslotty is 9 Lions, Magic Stars 3, Magic Target Deluxe, Great Book of Magic Deluxe, Larry The LepRechaun, Valhalla, Los Muertos ™. Added this player and this lover, and a slot machine It can be expanded without such a wide portfolio. MRSLOTTY can also access the nine new games described in the top few months: Black Horse Deluxe ™, Sonic Reels, Ree Hero ™, Lucky 9 ™, TELLY REELS ™, Power of Gods ™: Egypt, Egypt, Choco Reels ™, 9 Tigers and 9 Tigers and 9 Sic Bo Dragons.
Wasdan is a top innovative slot manufacturer who has been developing slot machines loved by players and operators for over 10 years. By investing personal technical skills in each game, Wazdan creates a personal slot with Wazdan's unique functions. You can change the game play according to the player's preference, and in fact, Wazdan's slot guns have original skills in all players.
Mrslotty's director Anatoly Poev announced a partnership: "We are happy to cooperate with these noble, and at the same time basic suppliers such as Wazdan. Wazdan is rich in hig h-quality content. A successful workshop to provide a great game, we will develop our business by supplying their games to our huge distribution network through Mrslotty GameHub.
Andrzej Khila, Director of Sales at Wazdan, said: "Wazdan is proud to partner with MrSlotty to offer our innovative games to our in-house casino customers in Europe and Asia through the MrSlotty GameHub. MrSlotty is on a modern technology platform, which blends perfectly with Wazdan and our passion to provide the best technology to our players and partners.
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Playtika Reports Q2 2024 Financial Results
Reading time: 2 minutesPlaytika Holding announces cash results for the second quarter ended June 30, 2024.
Revenues were $627, 000 million, down 3, 7% year-on-year and 2, 5% sequentially. Profits from DTC platforms were $173, 7 million, up 1, 3% and 5, 1% alternately year-on-year. Failure profits of $86 million increased 63, 4% year-on-year and 14, 4% annualized. Adjusted EBITDA on loans was $191 million, up 2, 9% year-on-year and down (11, 2)% annualized. June 2024 As of the 30th, currency-denominated accommodations, their equivalents and short-term investments were US$1. 1 billion.
"We are focused on strategic initiatives focused on the endurance and potential of our main games, and the livability of our bags. We are actively exploring the ability to expand the scope of our games through M& A. Our concern is focused on finding studios that complement our plays and make long-term costs," said Robert Antolol, Principal Executive Director.
"Our concern for the business, focused on direct buyers, and strict alignment to control operational costs has led to a notable improvement in the profitability characteristics of alternative bases. We have taken steps to ensure sustained increases and profitability, and we are still committed to making long-term benefits for our players and shareholders, our concern for execution remains unwavering," said Craig Abrahams, Chief Executive Officer and Chief Economic Officer.
Individual Business Characteristics and Main Business Areas
The average number of paid users per day was 298, 000, decreasing yea r-o n-year (3, 6 %), and decreased from the previous year (2, 9 %). The average billing conversion is 3, 7 % (3, 5 % in the first quarter, 3, 6 % in the second quarter of 2023). Casual gaming sales were (4, 3)%on rolling bases, and (1, 7) percent of the previous year. Income from the community casino was reduced (2, 9)%on a rolling basis, and (3, 4)%compared to the same period of the previous year. Bingo Blitz's revenue was $ 1555. 7 million, down (1, 2) percent of the previous quarter, and (0, 4) from the same period of the previous year. Journey's sales in June were $ 74. 6 million, a decrease of the same month (2, 6%) of the previous year (2, 6%), an increase in the same month (1, 9%). Slotomania's profit $ 133, 8 million was reduced by the previous quarter (1, 2) and decreased from the same period of the previous year (7, 5).
PlayTika announces the quarterly dividend payment
Playtika's Board of Directors is $ 0 to $ 10 for each promotion of regular promotions paid to the promotion holder at the end of the business on September 20, 2024 on October 4, 2024. Announced the payment of currency dividends. Future dividends will follow the market standards and the incentive of the Board of Directors.
Based on the achievements in 2024, the company expects that profits will be in the lower part of 2, 52 to 2, and 62 billion dollars, and EBITDA will be in the front center of 730 to 770 million dollars after adjusting the loan. , Serious costs are incurred.
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Navigating the iGaming Industry as a Start-Up
Reading time: 3 minutesVenture Max Group's Director Pierre Miffsugu says that if the Igaming world can avoid pitfalls, it will provide a great opportunity 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.
There is no end to the uproar, from the acquisition of a boutique studio for hundreds of millions to the merger and integration of a worl d-class popular worldwide popular. 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 great ideas and smart products, but also economic support regardless of scale.
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 fields and see how to avoid the disability faced by emerging companies.
Applications, licenses, complaints compatible
When the branches ran to adapt, most of the maps turned white like snow. As a result, a wide range of skills were opened to the organization, but new tasks were also set.
Operators, vendors, and other proposers have been required to receive licenses and certificates for release in regulated jurisdictions, but the demands vary from market to what to regulate. It has become easier to declare.
Most organizations have a team to observe their compliance and satisfy the complaint every day, not only in dedicated departments to receive major licensing to enter the market. Has a very high possibility, which is actually fatal to emerging companies.
Therefore, for example, for the fact that you provide your own business for a lon g-term life, even if it is only once, a specialized team involving all your normative claims. Consider making it.
Stand from the crowd
In fact, it is not surprising that many emerging companies pursue such skills. In other words, it is important to introduce fresh things as a prominent method.
This can actually be innovative. Unprecedented forms of games, fresh mechanisms, developments, solutions to problems, and rudimentary exploration of the best way to arrange something actually performed.
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, the highest level of competition for companies and brands is that they are basically genuine and have a clear voice to speak to their own audience.
For example, this is why it is fundamental for a company to have a clear identity and agenda. It is still important to identify the channels to build a real relationship with the customer.
Digital marketing, if done correctly, is indeed economically effective, perfectly controlled and easily optimized in real time, as long as 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 funding to realize their intentions. Although an organic rise is likely every time, it is a boring period, and this has the potential to result in something that the company actually misses the right time.
But 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 management 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. Venturemax Group has various aspects of investment dependence, and before that, it is essential to answer how we consider the possibility of partnering with a company.
- Having a company with the ability to harm
- Having a strong team of founders
- Our attitude towards investment is that it should actually be a true partnership.
- Therefore, the fact that we are acting on many problems, not solved, our own igaming - those who can achieve the prosperity of startups will receive huge rewards.
- The seven development borders continue to the current cycle of video games: planning, pr e-production, production, testing, pr e-trial, release, and post production. And video games start competition to get the interest of players, and at the same time, the number of games for choices is not easy to distract. In return that depends on giants like Steam, cooperating with distribution partners at the final stage of the actual cycle of the game gives a lot of relevance to the strategic advantage of publishers and their concerns. A few months later depending on the games.
Vadim Andrieev, a massive director and c o-founder of ROKKY, a mass game distribution platform that connects shops around the world, is in charge of the first year of the launch of video game game, and this distribution like ROKKY. Determine the excellent quality of work with a partner.
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How strange distribution platforms are effectively competing with these giants like Steam
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Maximising Game Success: The Advantages of Partnering with a Distribution Partner
{space}On average, reservations are sold two months before the game release within 1%of the total sales for one year. Later, this indicator increases to 4%of the total sale of that year 2-4 weeks before the release. The peak of reservation sales was one week before the release, and at this stage, Publishers can plan for 12%of the first year's firs t-year game sales. At the pr e-ordering stage, Rokky is preparing an average annual sales of 16 % of the game, and in fact, this importance can be made to pr e-order.
Looking at the release date, Rokky will prepare an additional 8 % of the annual sales. In comparison, VG Insights has realized several on the first day thanks to the release of data accounting VG Insights, which indicates that average 12 % of all sales will be triggered by Steam during the game release. It may flow. After this, the company's analysis will result in 15 % of the first week after the release. At the same time, Steam accounts for 22 % of the cumulative sales in the first week.
In the remaining 10 months, Rokky is 43 % and Steam is 38 %, almost in the middle of annual sales. At the same time, the route change on the right schedule indicates that the implementation on the extreme distribution platform has disappeared slowly than Steam.
Thir d-party distribution platform provides services that are more flexible and focused on buyers
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The cooperation with this distribution partner, such as Rokky, may provide a strategic advantage to the publisher. The extreme distribution platform enables the expansion of market range, adapt to changes in demand, and minimize dangers related to international sales:
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- The advantage of cooperation with the distribution partner is also a precedent, and it is said that the proportion of sales tower is increased throughout the period in connection with the total sales volume in connection with the total sales volume. The image on the right changes the sales to Rokui so that the total number of steam sales will be sold in 12 months, indicating the games 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.
- After the third month, the sales ratio is visible, but it generally includes the focus of an increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, the average period to one game implementation is 70 days.
- Despite the stagnation of the sales ratio, a general desire has stated that one year after the release of the game, SMOKKY's sales to the SMOKKY sales agent on the total sales volume of the Steam platform is increasing. Increasing sales to sales agencies for total sales on the Steam platform will be justified for some reasons:
{Space} < SPAN> A greater message about the audience: Agency often tightens the largest audience and implements games through various channels, and with district shops and online shops. Established connections and partnerships, increasing the most implementation and awareness of the brand.
The advantage of cooperation with the distribution partner is also a precedent, and it is said that the proportion of sales tower is increased throughout the period in connection with the total sales volume in connection with the total sales volume. The image on the right changes the sales to Rokui so that the total number of steam sales will be sold in 12 months, indicating the games 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 the release, the sales ratio for the first month 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 sales ratio is visible, but it generally includes the focus of an increase, reaching the peak in the sixth month. In principle, this is when the first marketing promotion of the game begins. According to GeekyMinde, the average period to one game implementation is 70 days.
After the sixth month, the sales ratio showed a significant growth, reaching a 2, 87%peak in the 9th month. In the 10th month of the introduction, some people have been grateful for the significant increase in recent bonuses. At the end of the 12th month, the sales ratio via Rocky was stable to 1, 55%.
- {Space} A greater message about the audience: Agency often tightens the largest audience and implements games via a variety of channels, connecting and partnerships with district shops and online shops. It is established and the most implementation and recognition of the brand.
- At the beginning of the release, the sales ratio via SMOKKY reached a peak of within 4 %. One week after the release, the sales ratio for the first month 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 sixth month, the sales ratio showed a significant growth, reaching a 2, 87%peak in the 9th month. In the 10th month of the introduction, some people have been grateful for the significant increase in recent bonuses. At the end of the 12th month, the sales ratio via Rocky was stable to 1, 55%.
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Promotion and Marketing Support: Distributors and their partner shops often provide a variety of promotions, sales, and special offers, attracting attention and increasing sales.