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Compliance Updates

BF Games awarded Malta licence

George Miller

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BF Games awarded Malta licence
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Slots provider expands footprint with new B2B licence

 

Creative game development studio BeeFee has been awarded a B2B licence by the MGA which will allow it to offer its BF Games products to Malta-licensed operators for the first time.

BeeFee Games’ comprehensive portfolio, including newly-launched Lucky Symbols and popular Crystal Mania and Hot Classic, will now be made available to all operators in one of gaming’s most significant jurisdictions.

BeeFee’s own Remote Gaming Server will allow content to be distributed directly to operators, ensuring ease of integration and speed to market.

Wiktor Grabarczyk, Head of Legal at BeeFee, said: “Malta is the key region in which BeeFee wishes to advance and develop.

“It is exciting to now be licensed there as the country has established itself as a successful iGaming hub. The licence granted by the Malta Gambling Authority acknowledges the high level of quality of our products. Now, with a range of new opportunities, we can embark on further expansion.”

The new licence adds to BeeFee’s existing ones in the UK, Latvia and Montenegro.

The BeeFee team will be exhibiting at ICE London for the third time between 5th and 7th of February and will be showcasing their games to visitors at stand S3-248.

 

About BeeFee:

BeeFee is a creative and dynamic game development studio that creates innovative slots content and IT services for the global online and land-based market. With a focus on developing high-quality games and platforms, BeeFee offers an extensive portfolio of industry-leading products to the sector. The London-based company was founded by industry veterans and is also a land-based operator and slot machines producer in several European jurisdictions. Learn more at: www.beefee.co.uk

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

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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CEEGC 2019

CEEGC2019 Speaker Profile (Poland Briefing): Ewa Lejman (Head of Polish Desk at WH Partners)

Zoltan Tundik

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Reading Time: 2 minutes

 

Polish business lawyer with over 12 years of experience of assisting clients on matters related to gaming and gambling, contract law, M&A and IT service market law to share gambling industry insights of the Polish jurisdiction at CEEGC 2019 Budapest.

As announced earlier, the Polish gambling industry briefing will be part of the “Emerging CEE jurisdictions” compliance panel discussion at CEEGC2019 and will be joined by leading experts of the industry.

The briefing about the jurisdiction will be presented by Ewa Lejman, Head of Polish Desk at WH Partners, who will bring valuable insights she has on how the Polish gambling industry is performing after the new legislation came into force. The panel discussion is important for operators and service providers who can have a direct impact on the market or harvest from their investments.

The 4th edition of the yearly Central and Eastern European Gaming Conference will take place on the 24th of September at the Ritz-Carlton Budapest, and provides a unique opportunity of learning and networking with the gambling industry in the CEE and Balkans region via the CEEGC platform which is committed to bringing together industry shareholders and government officials from the region on a yearly base.

Register here or View the Agenda!

 

About Ewa Lejman

Ewa is heading the Polish Desk of WH Partners as part of the strategic partnership under the WH Partners brand with Izabella Żyglicka and Partners, a very well reputed full-service law firm in Poland and a member of Ally Law.

Ewa is a business lawyer with over 12 years of experience. She assists clients on matters related to gaming and gambling, contract law, M&A and IT service market law.

Ewa has gained extensive experience in the following fields:

  • Gaming and gambling – She handles Polish and foreign economic operators running their businesses on the market; the services provided are connected, in particular, with handling of the process of obtaining licences, establishment and registration of companies related with Polish entities, preparation of documents, such as policies, internal procedures, agreements, terms and conditions, as well as advisory services in cases regarding intellectual property, personal data protection and dealing with litigation;
  • IT and IP law – she handles day-to-day legal and tax services of Polish and foreign companies in this field, including start-ups;
  • International contracts law – she constantly advises and analyses contracts of foreign companies operating on the Polish market, particularly in terms of production, distribution of machines and sales of services involving the IoT;
  • Tax law – she effectively represents clients before tax authorities and administrative courts; she advises alternative investment funds (Alternative Investment Companies – ASI, Alternative Investment Management Companies – ZASI); she has authored publications in this field of law;
  • M&A – she performs multimillion M&A transactions.

Ewa Lejman is a laureate of the Rising Stars Lawyers – the Leaders of Tomorrow 2015 competition. She was ranked 4th in Poland.

http://whpartners.eu/our-team/ewa-lejman

 

Browse the official event website for more details: www.ceegc.eu

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