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Compliance Updates

Alexia Smilovic To Lead Relax Gaming’s Compliance And Regulated Markets Unit

George Miller

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Alexia Smilovic To Lead Relax Gaming’s Compliance And Regulated Markets Unit
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Relax welcomes an experienced industry professional to the team

 

Malta, 18th June 2018 – Innovative supplier Relax Gaming has appointed Alexia Smilovic as its new Director of Compliance and Regulated Markets.

Smilovic joins Relax with a wealth of industry experience, having worked in the land-based industry for more than seven years, and leading online companies in their respective fields, Gaming Laboratories International and NetEnt, in the past eight years.

After serving in a senior role as iGaming Operations Manager for GLI between 2010 and 2014, she moved to NetEnt, holding the position of Head of Regulated Markets.

Daniel Eskola, Relax Gaming CEO, said: “Bringing Alexia on board is an excellent boost for us, as her industry experience assures us we have the right person to lead our compliance team.

We are pleased to welcome her to Relax, as we continue to build an experienced management team that can bring a fresh and dynamic approach.

Smilovic’s appointment comes shortly after Eskola was announced as CEO and Simon Hammon and Andrew Crosby joined as Chief Product Officer and Head of Account Management respectively.

Smilovic said: “I am delighted to have been given this opportunity by Relax Gaming, and I very much look forward to settling into my new role.

I am pleased to be involved in the company journey and participate in the future strategy at this very exciting time for Relax Gaming. I’m familiar with a number of team members already, which makes me feel very well welcomed in the Relax Gaming family.

 

About Relax Gaming:

Founded in 2010, Relax Gaming is an award-winning multi-vertical gaming provider with offices in Malta and Estonia. Its omni-channel open gaming platform, Silver Bullet, can distribute thousands of leading industry games, including its own proprietary titles to all operators. Relax also operates its own poker client, in partnership with Unibet, with whom it also runs a bingo network, both featuring straightforward gameplay and vibrant graphics, primed for mobile use. Relax Gaming is currently licensed by the UK Gambling Commission, Malta Gaming Authority , The Alderney Gambling Control Commission and the Romanian regulator.

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Compliance Updates

Pariplay Granted Class II Gaming Licence in Romania

George Miller

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Pariplay Granted Class II Gaming Licence in Romania
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Licence enables games provider to distribute hundreds of game titles to the Romanian market through Pariplay FUSION™

 

Pariplay Ltd., a gaming technology company serving iGaming operators, land-based casinos and lotteries, has secured a Class II gaming licence for online game content in Romania. Granted by the Romanian National Gambling Office (ONJN), the licence enables the B2B provider to supply the regulated Romanian market with a diverse portfolio of online casino games via the Pariplay FUSION™ aggregation platform.

Pariplay FUSION™ now grants Romanian operators access to a large, high-profile library of content, which comprises Pariplay’s own portfolio, as well as a large range of third-party suppliers. Featuring exclusive game content from major studios and boutique game developers alike, the platform boasts an array of innovative video slots, scratch cards, instant win titles and more, available for Romanian players to peruse. This includes the hugely successful titles Dragons Of The North, Jack In The Box and Gold’orado.

Further establishing its industry leadership role by extending its market reach, Pariplay’s presence in Europe’s regulated markets has recently seen its services go live in Sweden, Italy and Bulgaria. The revolutionary games supplier is also in the process of expanding into other jurisdictions, including Portugal, Denmark and Switzerland.

Richard Mintz, Commercial and Marketing Director at Pariplay, said: “Acquiring the Romanian gaming licence is another key milestone in Pariplay’s overall growth. With Pariplay FUSION™, which offers a seamless and simple integration, we’re able to equip our partners with edgy products and enhanced features to elevate players’ gaming experiences. We already have several key Romanian operators lined up for our custom-tailored aggregation services.”

About Pariplay Ltd.
Pariplay Limited is a leading provider of Internet Gaming Systems, offering state-of-the-art, in-house developed gaming platforms and Internet games as well as integrated third-party games from leading industry companies. Founded in 2010, our team has over 70 gaming experts with offices in Tel Aviv, Israel, Sofia, Bulgaria, Gibraltar, Isle of Man and India, built to support our customers’ requirements in a dynamic and competitive environment.

The group is licensed and regulated by the Gibraltar Gambling Commission, Malta Gaming Authority, the UK Gambling Commission, and the Connecticut State Government’s Gaming Division. Our Gaming Systems, RNG and all games are certified and tested by the leading testing labs and meet the highest industry standards for online gaming testing and certification.
As a business-to-business provider of games of skill and chance, Pariplay fully understands the importance of responsible gaming and has implemented policies and tools within its systems and games to provide industry-leading entertainment in a socially responsible fashion. The system combines identity verification with age verification and geo-Location services to determine whether an individual meets the minimum age requirement and is playing within a specific territory. Pariplay has implemented multiple responsible gaming tools to meet different regulatory standards and have provided players with a sophisticated self-exclusion tool that offers them an easy way to manage their gaming habits.

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Compliance Updates

Lords Committee to Hold Double Evidence Session Related to Problem Gambling, Advertising and Impact on Children

Niji Narayan

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Lords Committee to Hold Double Evidence Session Related to Problem Gambling, Advertising and Impact on Children
Photo Source: theconversation.com
Reading Time: 1 minute

 

The House of Lords Select Committee on the Social and Economic Impact of the Gambling Industry is going to hold two evidence sessions on July 23. Speaking to the Committee will be academics specialising in the psychology of gambling behaviour and representatives from the Advisory Board for Safer Gambling and the Gambling Commission.

Professor Jim Orford, Emeritus Professor of Clinical and Community Psychology, University of Birmingham, and Dr. Heather Wardle, London School of Hygiene and Tropical Medicine, will give evidence to the Committee at 3.20 pm in Committee Room 4.

The questions will focus on the current levels of problem gambling in the UK; nature of “gambling harm,” how it is distributed and what causes it; impact of gambling advertising, especially on children; and whether children should be allowed to gamble, including playing the lottery and category D machines.

Dr. Anna van der Gaag, Chair of the Advisory Board for Safer Gambling, and Tim Miller, Executive Director, Gambling Commission will give evidence to the Committee at 4.15 pm in Committee Room 4.

Questions will focus on whether there is adequate research for policy makers to make evidence-based decisions; data available for researchers; cost of gambling in the UK and how that cost is calculated; and advertising and the impact on children.

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Compliance Updates

The World eSports Market: 2019-2025 Analysis & Outlook – Underage eSports Gambling Leading to Stringent Government Regulations

George Miller

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The World eSports Market: 2019-2025 Analysis & Outlook - Underage eSports Gambling Leading to Stringent Government Regulations
Reading Time: 4 minutes

 

Global Esports Market Set to Triple by 2025

Esports is expected to grow with a CAGR of ~20% in the years between 2019-2025.

The Global Esports market is expected to cross $3 billion by the end of 2025 due to the growing popularity of Esports worldwide and the growing support of game publishers for Esports.

The aim of this report is to define, analyze, and forecast the Esports market based on segments, which includes revenue model, gender, audience, and region.

In addition, the report helps venture capitalists in understanding the companies better and make well-informed decisions and is primarily designed to provide the company’s executives with strategically substantial competitor information, data analysis, and insights about the market, development, and implementation of an effective marketing plan.

Esports is a potential market for the global gaming industry and it is experiencing a steady growth that is mainly driven by cloud gaming and mobile gaming. With the proliferation of smartphones with more and more processing power coupled with 5G network gaining popularity, In the same period, the gaming industry is expected to be more interactive and streaming-based. The countries that generate a major portion of the revenue in the gaming industry include China, Japan, US, Germany, South Korea, France, Canada, and UK.

Esports is gaining huge attention with many gaming events being telecasted on social media and streaming sites including YouTube and Twitch. Esports market is expected to cross $3 billion by the end of 2025 with major competitions occurring in games like Dota 2, Fortnite, and League of Legend. Real Time Strategy (RTS), Massive Online Battle Arena (MOBA), and First-Person Shooter (FPS) are the most common type of game genres witnessed in most of the Esports events.

The popularity of Esports has increased since 2010 with a greater number of revenue streams arriving in the form of merchandising and corporate sponsorships apart from traditional revenue streams like broadcasting rights of the event and tickets to the event. As of 2019, game streaming platform -Twitch is one of the major broadcasting mediums for Esports. Esports events including E LEAGUE Major, Genesis, Evo Japan, and WESG which generates more viewers for video game streaming platforms. Also, Esports events are providing more prize money for winners due to growing revenue streams.

North America is the leading revenue generator in the global Esports market with a major share of the market contributed by the US. North American market for Esports is mainly driven by a growing number of audiences for Esports and APAC is one of the fastest growing markets in the global Esports market with major growth being witnessed in China, Australia, South Korea, Taiwan, and Japan.

Based on the revenue model, the global Esports market is segmented into advertisement, sponsorship, media rights, and others. Others include game publisher fees and revenue generated from the sales of tickets and merchandise. Advertisement and sponsorship accounted for the major part of the revenue generated by the Esports market in 2018.

Based on audience, the global Esports market is segmented into regular viewers and occasional viewers. Regular viewers include fans and hardcore game enthusiasts who watch Esports regularly. As of 2019, regular viewers accounted for a major share in the market.

Based on gender, the global Esports market is segmented into male viewers and female viewers. As of 2019, male viewers especially those within the age group of 20-35 accounted for a major part of the market share.

The Esports market is primarily dominated by major companies that organize Esports events and game publishers. Some of the major vendors in the market are Cloud9, Team SoloMid, Team Liquid, Epic Games, Valve Corporation, Activision Blizzard, and Echo Fox. Other prominent vendors in the market include Fnatic, Gen.G Esports (formerly KSV Esports), 100 Thieves, G2 Esports, Immortals, Envy Gaming, Counter Logic Gaming, Nintendo, Tencent, Hi-Rez Studios, and EA Sports.

The market is expected to witness an increase in the number of audience and tournaments in the forecast period which may lead to a greater number of vendors (including game publishers and gaming organizations) entering in the market.

Key Topics Covered

1 Executive Summary

2 Industry Outlook
2.1 Industry Snapshot
2.1.1 Industry Trends

3 Market Snapshot
3.1 Total Addressable Market
3.2 Segmented Addressable Market
3.2.1 PEST Analysis
3.2.2 Porter’s Five Force Analysis
3.3 Related Markets

4 Market Characteristics
4.1 Market Ecosystem
4.2 Market Segmentation
4.3 Market Dynamics
4.3.1 Drivers
4.3.1.1 Growth in the Number of Revenue Streams for Esports Vendors
4.3.2 Restraints
4.3.2.2 Underage Esports Gambling Leading to Stringent Government Regulations
4.3.3 Opportunities
4.3.3.1 Growth of 5G Network and Increasing Investment in Live Game Streaming Services
4.3.4 DRO – Impact Analysis

5 Global Esports Market, By Revenue Model
5.1 Overview
5.2 Advertisement
5.3 Sponsorship
5.4 Media Rights
5.5 Others

6 Global Esports Market, By Audience
6.1 Overview
6.2 Regular Viewers
6.3 Occasional Viewers

7 Global Esports Viewers, By Gender
7.1 Overview
7.2 Male
7.3 Female

8 Global Esports Market, By Region
8.1 Overview
8.2 APAC
8.2.1 China
8.2.2 Japan
8.2.3 South Korea
8.2.4 Rest of APAC
8.3 North America
8.3.1 USA
8.3.2 Canada
8.3.3 Mexico
8.4 Europe
8.4.1 Germany
8.4.2 UK
8.4.3 France
8.4.4 Rest of Europe
8.5 RoW
8.4.1 South America
8.4.2 Middle East and Africa

9 Competitive Landscape
9.1 Competitor Analysis
9.2 Product/Offerings
9.3 Market Developments
9.3.1 Mergers & Acquisitions (M&A)
9.3.2 Expansions
9.3.3 Business Restructuring

10 Vendor Profiles

  • 100 Thieves
  • Activision Blizzard
  • Cloud9
  • Counter Logic Gaming
  • EA Sports.
  • Envy Gaming
  • Epic Games
  • G2 Esports
  • Gen.G Esports (formerly KSV Esports)
  • Hi-Rez Studios
  • Immortals
  • Nintendo
  • Team Liquid
  • Team SoloMid
  • Tencent
  • Valve Corporation
  • Echo Fox Fnatic

For more information about this report visit https://www.researchandmarkets.com/r/xzqx3u

Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.



													
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