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Gaming Contributed €1.56bn to the Economy of Malta

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Esports Technologies Announces Expansion with Addition of Third Office, in Malta
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The economy of mga  received €1.56bn from gaming in 2019, which represents a 9.6% year-on-year growth according to data from the 2019 report of the Malta Gaming Authority AKA the MGA.

According to the report, there’s been an ongoing enforcement drive by the MGA, during which it has succeeded in cancelling 14 casino licenses in 2019 alone. There’s also been a 3.9% increase in the number of casino firms and sites in operation – on which you can do things like play online blackjack and crowd favourite slots on – taking the total number to 294, which is still below what it was in 2017.

A look at the €1.56bn additional profit and the total value of the goods/services that the casino industry produces, minus the total consumed value, placed the gaming sector at the third position in the list of the private sectors that contributed highest to the economy of Malta. It stands just behind the retail, food, and accommodation industry at number one and professional services at number two.

Talking about this, the MGA also proposed that gaming also helps in the generation of added value through other ancillary and affiliate services to other main sectors like the real estate, distributive trades, catering services and hospitality, ICT activities, financial sector and professional services sector.

In 2019, the gaming industry provided up to 7,417 jobs, which is a 9.2% year-on-year increase. Out of the total number of jobs mentioned above, the online gaming industry had 6,593. Now, the MGA did not announce the total gaming revenue for the industry, but it went ahead to announce the revenues gained by different types of games.

The first set is made up of the ‘player versus house casino games,’ and this accounts for more than 56% of the total revenue, against the 55.4% of the previous year. In this category, the games that took the centre stage were slots, and they accounted for more than 74.4% of the revenue made by this category. The table games stood at a distant 21.5%.

The second category is made up of sports betting, and this raked in 36.3% of the total revenue, signalling a drop in the 39.0% that it generated the year before. The most prevalent game in this sector is the game of football, which brought in 76.4% of the total revenue, while the contribution by tennis stood at 7.7%, and basketball contributed 5.9%.

For the third category, we have ‘player versus player,’ games and this raked in 7.7% of the total revenue. Poker contributed 81.9% to this, and betting exchanges brought in 10.3%.

The body also has another category of games that it gives licenses for, and this type 4 license is given for controlled skill games. But because the revenue that came through this was very minimal in the scheme of things, it wasn’t added.

There was also a 12.7% growth in the number of active player profiles in online casinos operating with a license from Malta, with the number standing at 20.4m at the moment.

14 casinos were cancelled while the MGA was enforcing its regulations in 2019. This is an increase from the 8 that were cancelled in 2018 and 3 that received the same treatment in 2017. Also, the regulatory body sent 11 licensed casinos into suspension, the same number they did in 2018.

They placed great emphasis on ensuring that the increase in enforcement and compliance they are embarking on reflects its structure and governance. According to the chief executive of the MGA, Heathcliff Faruggia, they committed more money to compliance, to ensure that the risk-based approach to enforcement and regulation is implemented.

There was an increase in the total number of companies operating with licenses in Malta as well, going from 283 in 2018 to 294 in 2019. But this is still not up to what was the case in 2017 when they had 296 companies. There was also an increase in the total number of active licenses from 286 to 298.

They issued new licenses to 53 out of 89 applicants. This is below the 93 that were handed licenses in 2018, and the explanation given by MGA about this is that it was because of the alterations they made in their licensing system from August 2018. The new provision holds that there wouldn’t be any need for new licenses for operators who already possess the critical gaming supply or gaming service license when they want to start offering products that are captured by a different class of license.

The MGA also delved into ad hoc responsible gambling audits in 2019.

For Faruggia, through these audits, the firm has been able to ensure that the lawful safeguards that each license enforces are effective and that they keep relaying information to the authority on how best to protect the vulnerable in the sector.

In 2019, the regulator gained €81.7m, which is an 8.6% increase. Most of the funds were from levies and compliance contributions, and it had an 8.1% increase. Also, €8.1m was made in license fees, which is a 16.1% growth, while fees for license application brought in €477,605 revenue, which is a 16.6% growth. The other sources capped this up with €817,276, which is a 14.9% drop.

When it comes to expenses, the MGA spent €13.2m – with staff costs totalling €7.2m, while depreciation and amortization, plus general and administrative costs stood at €1.2m.

In order to be ready for the future, the MGA did a survey of the licenses in April 2020, to study the impact of the current health crisis on the gaming sector. From a poll conducted for 151 B2C operators, there would be a drop of 12% in gaming revenue in 2020, and this is because of the drop in sports betting revenue. The revenue is predicted to experience a 40% decline. Also, 64 B2Bs were surveyed, and they also pointed to an expected 20% decline in revenue.

According to Faruggia, there has been an increased emphasis on the need to protect vulnerable players, especially now that our daily lives and finances have been heavily disrupted, and many are in the dark about their financial future. But then, the industry is also experiencing huge pressure through operational costs, and they have to consider this in line with the new reality.

The body is making efforts to ensure that operators with licenses adhere to the guidelines, while those without licenses, who are out there to make illegal money and put the public in danger are stopped.

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Games Global and PearFiction Studios Excite with Three Thrilling LockNWin Features in Cerberus Gold

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Features combine for ultimate thrills in captivating new title

Games Global exclusive studio PearFiction Studios has unveiled its latest release, Cerberus Gold, incorporating three engaging LockNWin bonuses that can be combined for great win potential.

This mythological title boasts an exciting triple collection mechanic that sees each collection pot protected by a head of the fearsome guardian of the underworld, Cerberus, who precariously sits above the reel set.

Multiply, Jackpot, and Supreme LockNWin bonus games can be triggered whenever orange, yellow or pink Cerberus coins land on the reels.

Each colour initiates a different LockNWin round with Multiply seeing the total multiplier applied to all new fireballs that land on every spin, Jackpot offering the chance to win one of five different jackpots worth up to 5,000 the bet and Supreme seeing yellow fireballs collect all red fireball values and purple fireballs collect all yellow and red fireball values for bigger wins.

The different bonuses can be activated individually, in tandem or all together, meaning that as many as seven LockNWin bonus games can be triggered with all features appearing at the same time, offering players exciting and varied experiences.

During base gameplay, fireballs worth up to 10x the stake can land on the first four reels and if a collect symbol also lands on reel five, it instantly collects and multiplies the fireball values. Every soul symbol landing is collected by an orb alongside the reels, increasing its multiplier by +1 up to maximum 10x the bet. Split symbols can also appear on the top row, adding up to three additional symbols to each reel and boosting the number of pay ways up to a hefty 7,776 ways.

This feature-filled title contains elements players have become accustomed to from PearFiction Studios with vibrant designs depicting the ominous landscape of the underworld, featuring pools of green liquid and dark caves.

PearFiction Studios has quickly established a reputation as a studio that creates games that contain standout graphics, high-end production values and an array of engaging features. Winner of the coveted Rising Star award at the 2023 International Gaming Awards and recently shortlisted for four CasinoBeats Game Developer Awards 2024, the brand prides itself on developing content that stands the test of time.

“In Cerberus Gold, our team has elevated the mythological theme with outstanding graphics and gameplay to stunning effect,” the Commercial Director for PearFiction Studios, Jeremy Coleman, said. “Especially exciting is the number of LockNWin games for players to get stuck into, our take on the popular three-pot mechanic. With the beautiful creative elements dovetailing with its array of engaging features, Cerberus Gold is proving to be a winner for operators who have already launched the game.”

“PearFiction Studios has yet again delivered a title that represents its ethos and Cerberus Gold is set to a be a huge success when it goes live globally,” the Chief Product Officer for Games Global, Andy Booth, said. “Indeed, it’s already shown great potential for operators during an exclusive early release period. The popular LockNWin features add extra depth and excitement to the game while the mysterious backdrop of the underworld sets the stage for an unforgettable slot experience.”

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Aspire Global Appoints Jonathan Chilton as Managing Director to Accelerate Progress for ‘White-Label’ Solutions Business

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Leading provider to leverage wide-ranging experience of industry veteran

NeoGames SA (Nasdaq: NGMS) (NeoGames) subsidiary Aspire Global, the iGaming unit of the technology driven provider, has appointed vastly experienced industry leader Jonathan Chilton (pictured) as Managing Director to further cement its status as a leading ‘white-label’ platform and services provider.

The key hire adds a wealth of knowledge to the provider, given Chilton’s extensive background across both B2B and B2C operations, as it continues to make waves by empowering brands in regulated markets worldwide.

With over 19 years of extensive experience in the iGaming industry, Chilton served as Chief Operating Officer and Executive Director at GM Gaming Limited, a Betway company under the Super Group umbrella. He spearheaded the expansion of the Betway brand into several regulated European markets and served as a director on seven licensed entities.

Previously in his career he spent twelve years at Osiris Trading in South Africa across a number of roles, playing a pivotal role in introducing Betway into African markets.

Chilton’s proven track record in delivering success positions him as a driving force behind Aspire Global’s growth strategy as the company continues to grow through the provision of all-encompassing and technologically advanced iGaming solutions.

“It’s fantastic to be joining Aspire Global at what is a very exciting time for the company and its growth prospects,” Chilton said. “We have a talented team here and I’m determined to accelerate our growth through the delivery of a full spectrum of cutting-edge solutions.”

“I’m thrilled to welcome Jonathan onboard,” the Chief Executive Officer for NeoGames, Moti Malul, said. “Jonathan brings a vast wealth of experience with him and will be a major asset both for Aspire Global’s ‘white-label’ focus as well as the broader NeoGames group.”

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Metaverse Studio Karta Reaches Huge Milestone with New Game Beat Builder

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Karta pushes the boundaries of music game innovation with Built Builder on Fortnite – reaching 100k players

  • Beat Builder is Fortnite’s first-ever build-based rhythm game
  • Karta partners with NoCopyrightSounds for the game’s music library
  • Two new big songs just added: Royalty by Egzod & Maestro Chives and Invincible by Deaf Kev

Karta, an award-winning metaverse studio pioneering the world of in-game experiential marketing, continues to push the boundaries of music game innovation as its latest project, Beat Builder, reaches 100,000 players.

Beat Builder is an interactive music rhythm game where players put down walls, ramps, floors and cones to the beat of the music. Centred on building a core Fortnite gameplay feature used in its very popular Battle Royal, Beat Builder is the first-ever build-based rhythm game on the platform. As well as being a music-filled experience played for fun, the game is also used as a practice tool for players to improve their game-playing skills on Fortnite.

To create the game’s eclectic music library, Karta has partnered with NoCopyrightSounds, a copyright-free record label and music platform. Focusing on drumstep, phonk and trap electronic music for now, with artists such as Twisted, if found, XTOM and Lost Sky, players interact with the stems of each song that have their own visual world to match the vibe. Karta aims to develop the game further, updating it with a plethora of new music and genres such as metal, K-pop and rock. The long-term aim of Beat Builder is to integrate artists into Fortnite to share their music with fans, with the game becoming a recognised platform for exploring new artists and music.

Reaching 100,000 players is a significant milestone for a new metaverse game with Beat Builder continuing to grow in popularity since its launch recently. To mark the milestone, Karta has updated the game with two of NCS biggest songs; Royalty by Egzod & Maestro Chives and Invincible by Deaf Kev and is already planning further extensions, partnerships and new seasons.

“We’re thrilled that Beat Builder has gotten off to such a great start,” the Chief Executive Officer for Karta, Erik Londre, said. “We wanted to create a rhythm game that felt 100% Fortnite native, where the music is connected to the platform’s core building gameplay. A rhythm game that makes you a better gamer is an idea that excites us a lot.”

“Beat Builder truly encapsulates what Karta is all about; innovative and forward-thinking design that combines incredible music with interactive gaming in one entertaining place,” the Chief Growth Officer for Karta, Tony Barnes, said. “Music’s presence in the metaverse is evolving and we think Beat Builder has the potential to become its own platform for artists and brands to authentically connect to a Fortnite audience through gameplay and new music. We can’t wait to develop it and see how it grows.”

Since launching in 2021, Karta has worked with brands such as Amazon Music, McDonald’s and Hugo Boss. As well as working with Spotify on its iconic global campaign, Spotify Wrapped, to gamify the listening habits of Spotify users and bring this into the metaverse. Through these partnerships, Karta is reshaping entertainment experiences in the metaverse and creating meaningful connections between brands and their audiences. In the past year, the London-based studio has also worked with global artists like Nicki Minaj for her Gag City experience in Roblox, K-pop giant Blackpink with its hugely popular Blackpink the Palace and Twice with its Twice Square, which has become the most successful persistent music experience on Roblox.

“We’re very happy to provide the music for Beat Builder, a brilliant new game that gives players the chance to interact with the music like never before,” the Brand Manager for NCS, Charlotte Lee, said. “It has the potential to become a go-to platform for music gaming and we’re proud to support it.”

Beat Builder is available now to explore on Fortnite. For more information, go to www. Karta. game.

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