As voice recognition technology improves, professionals are recognizing the potential applications it has for a wide range of industries. Specifically, many believe voice tech will have a major impact on gaming. For instance, it’s predicted that in some games, a user’s voice could essentially replace the controller. This would result in a completely new and unique way to interface with a game.
Voice software is particularly useful in games that rely on virtual or augmented reality. A gamer wearing a VR headset may find it difficult to play with a controller they can’t see. On the other hand, if they only need to use their voice to determine what happens in the game, the experience becomes much more natural and immersive.
Of course, voice technology also allows multiple gamers to interact with one another. This feature is already fairly common in online gaming. However, as the voice app development improves, gamers will likely begin using it in more dynamic ways. The following examples demonstrate what this could look like.
Making Interaction More Natural
Again, many online games already allow users to communicate with one another by speaking into a headset. However, the process of doing so can be cumbersome.
A number of interfaces require players to press certain buttons or keys before they can begin speaking to other players. This does prevent people from accidentally saying something to their fellow players that may have been intended for another listener, like someone else in the room. However, it can also slow down gameplay significantly.
With voice recognition tech, a gamer could simply ask the program to turn on a communication feature. This would allow them to easily start speaking with teammates whenever they wanted to.
Improving the Virtual Experience
Recently, IBM partnered with game developer Ubisoft to improve the experience of playing the virtual reality game Star Trek: Bridge Crew. Using Watson’s interactive speech tech, the game now allows players to communicate with other characters and perform certain actions solely by using voice commands.
This is ideal for VR gaming. These types of games typically require players to wear virtual headsets, making it difficult to see a controller. Additionally, the experience of using a handset reminds a player they are only in a game, rendering the virtual elements much less convincing.
As VR gaming becomes increasingly popular, developers will use voice tech to offer players a truly immersive experience.
Improvements in AI technology will soon result in video game characters that feel more like real people than ever before. Some companies are already using voice tech to enhance this effect.
One instance comes from the game Mayday! Deep Space. The program allows users to guide the main character through various obstacles using voice commands. However, the character answers back, developing a relationship with the player that’s unique in modern gaming. If more developers incorporate AI and voice tech, games may become more interactive than ever before.
These examples clearly demonstrate that voice tech is triggering a gaming revolution. Developers who take advantage of it now will stand out among the competition. That said, to fully leverage the technology, they should partner with development teams that specialize in voice recognition technology. By partnering with experts, brands will be able to take full advantage of voice tech, using it to offer gamers the kinds of experiences they can’t find anywhere else.
Contribution by Catherine Metcalf
GoodLuckMate Publishes Insightful Report on Gambling Trends in Japan
GoodLuckMate has published a comprehensive Japanese gambling statistics and trends report on its website, revealing some interesting industry insights. The analysis was posted in October 2022 and includes a range of relevant data focused on the gambling market as well as gambling habits in Japan.
With this report, readers will get to learn more about the legality of gambling in Japan, the most popular games among Japanese players, and the demographics of gambling fans in the country. Some key figures include:
- Size of the online casino market in Japan – $6.7 billion
- Forecasted Japanese online casino market size by 2027 – $10.1 billion
- Sports betting market share – 40%
- Casinos market share – 30%
- Pachinko is the most popular game by market share
- Pachinko makes up about 4% of the country’s GDR
This report also reveals how Japanese consumers feel about online casinos and how popular they are among players of different age and sex groups. It also covers the issue of problem gambling in the country, highlighting that about 3.2 million Japanese players have a gambling addiction.
“We have launched a dedicated version of our website for our Japanese readers. We find the Japanese gambling market extremely intriguing, and that’s why we thought it was important to dive deeper into it through this report,” Nerijus Grenda, CEO of GoodLuckMate, said.
“Creating the report took a lot of research, but, in the end, it was worth it because it gives a complete picture of the Japanese gambling industry as it covers several essential aspects of it,” Grenda added.
Allwyn International Reports €958.6 Million in GGR for Third Quarter
Allwyn International has announced its preliminary unaudited financial results for the three and nine months ended 30 September 2022 and provided an update on recent developments and current trading.
Allwyn reported €958.6m ($994.3m) in gross gaming revenue (GGR) for Q3 2022, up 11% year-on-year. The company also reported adjusted EBITDA of €319.9m, up 10% from the prior-year period. Allwyn’s adjusted EBITDA margin is at 54% as of its Q3 report, 1% down year-on-year.
Continued strong growth in online sales online channel contributed 46% of gross gaming revenue in the Czech Republic, compared with 39% in Q3 2021.
The third quarter of 2022 also saw Allwyn’s stock price rise after it was formally awarded the Fourth UK National Lottery licence, starting in February 2024.
In Q4, the company reached an agreement to acquire Camelot UK Lotteries Limited, the current operator of the UK National Lottery.
Robert Chvatal, CEO of Allwyn, said: “This quarter has seen Allwyn deliver yet another set of strong financial results. We have also continued to deliver on our inorganic growth strategies, with some exciting developments in the UK in particular. Our consolidated Gross gaming revenue increased by 11% year-on-year in the third quarter and consolidated Adjusted EBITDA increased by 10%, driven entirely by organic factors – demonstrating once again the resilience of demand for our products and of our business model.
“We also continue to deliver strong margins and generate robust free cashflows, reflecting our favourable cost structure and focus on cost and capital efficiency. The third quarter and start of the fourth quarter have also seen two milestones in the UK, which is set to become the sixth market where we operate lotteries. In September, Allwyn was formally awarded the Fourth Licence to operate the UK National Lottery for a decade starting in February 2024, following the Gambling Commission’s earlier announcement that we were the Preferred Applicant, and on 19 November we announced that we had reached agreement to acquire Camelot UK Lotteries Limited, the current operator of the National Lottery.”
TAPPX CELEBRATES 9TH BIRTHDAY AND LAUNCHES TECHSOULOGY
Tappx, a leading global AdTech company, proudly announces the launch of Techsoulogy, a new corporate brand that unifies a broad portfolio of companies powering solutions for digital advertising, video content, mobile apps and video gaming across mobile, desktop, and CTV platforms.
The launch of Techsoulogy coincides with the 9th birthday of Tappx, which has grown rapidly since 2013 to reach 70 staff, and is forecast to surpass EUR 20 million of revenue this year. Tappx will now become part of the Techsoulogy brand while retaining its own name and unique position in the market. This is a major milestone in the company’s story, providing coherence of branding and messaging to a set of companies that have been launched or acquired by Tappx in recent years, with a total headcount approaching 100.
Alongside Tappx, Techsoulogy will be the corporate brand for four other companies focused on multiple complementary media and entertainment verticals including video generation and monetization, contextual advertising, and mobile game development. Each has been brought under the coherent messaging architecture and visual brand identity, with their own subtle twists. The Techsoulogy brand identity was defined with the help of Collaborabrands, and brought to life with words from Fernando Beltrán, visuals from Comuniza, and digital ecosystem development from Branng. Future brands entering the group will also be part of the consistent identity.
Daniel Reina, CEO at Techsoulogy and the founder of Tappx, commented:
“We believe this new brand architecture is an ideal model for our diverse companies, providing a common thread between them and creating a framework for us to keep growing and moving into new product categories. Tappx has been the engine behind this expansion, consistently growing in revenue and headcount even through challenging economic conditions, but it’s time for it to be part of something bigger.
“This includes not being afraid to talk about our vision for how technology and humanity will interact. How can we contribute human intelligence to artificial intelligence, and what qualifies us to have our say? As Tappx, we pioneered various initiatives to create a safer, more accessible, and more transparent digital environment at the expense of short-term profit: to help publishers adopt IAB standards; select only trustworthy, direct owned and operated traffic; and enable contextual advertising that improves user experience while protecting privacy. As Techsoulogy, we will do far more.”
Fernando Saiz Camarero, CMO at Techsoulogy, added:
“This has been an extensive project that began in mid-2021 when we asked our customers and partners what they value about us. We discovered that alongside our advanced technology, we’re best known for the quality of our people, ways of working, and culture. The team is our most powerful asset, and so we came up with the name Techsoulogy to encapsulate themes of technology, humanity and knowledge. As Techsoulogy, we will constantly explore, learn and improve to achieve more together than we ever could apart.”
Tappx recorded 97% revenue growth between 2020 and 2021 and is set to grow markedly again this year, with forecasts indicating revenue of at least EUR 20 million in 2022.
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