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Towards a sustainable global future

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Towards a sustainable global future
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In his role as Chief Executive of the Remote Gambling Association, Clive Hawkswood has spent almost a decade and a half guiding the industry’s efforts to develop best practices, educate regulators and unify the voice of the remote sector.  As he approaches the end of his tenure with a flurry of new research and advocacy work, he believes there’s still a healthy dose of ingenuity left in the industry, as well as a sustainable future.

For the UK’s gaming operators, 2005 remains a hugely significant landmark.  It’s the year that saw the passing of the Gambling Act, a piece of legislation that set out a blueprint for the classification of a range of different gaming machines, from lower-stakes arcade machines to slots in casinos and betting-shop FOBTs.

In almost a decade and a half, it’s fair to say a lot has changed – and not just in terms of the DCMS’ dramatic new plans to reclassify B2s.  In the thirteen years since the then-government signed its Gambling Act into law, the number of people betting online has soared to the point where remote wagers have begun to dwarf their land-based counterparts.  Several countries in Europe have opened up their markets to online gambling, while other jurisdictions are drafting ideas for new regimes.

Clive Hawkswood, the CEO of the Remote Gambling Association (RGA), has been in his post for the entirety of this thirteen-year stretch.  Having taken up the role in 2004, he has helped to steer the organisation through a tumultuous and exciting time for Europe’s online gaming businesses.

Having announced his intention to step down next year, he is moving into the final months of his tenure, but, for the RGA, there’s no let-up in activity.  From exploring the use of algorithms as a customer protection tool to working with lawmakers in the most promising new markets, the association is retaining a razor-sharp focus on building a strong, sustainable future for the industry.

“If we don’t protect consumers, keep crime out, all those sorts of things, then the industry’s not sustainable,” said Hawkswood.  “And we’re trying to show regulators and governments, actually, this is in our interest to get this right.  I think people actually want to know firms are protecting their customers.  The commercial value of that also is, if you have a lifelong customer, that’s a sustainable business.  The boom and bust of problem gamblers – you lose them, they just move onto another company – is not good business.

“Of the wealth of new ideas and technologies coming into focus in the industry, artificial intelligence and big data have recently come to the forefront of the remote sector’s social responsibility efforts.  Over the past few years, the RGA has hosted a series of quarterly workshops featuring businesses, researchers and regulators, looking at how a greater understanding of player behaviour can be weaponised in the fight against problem gambling.

“Clearly, we don’t see customers face-to-face, but what we do have is all that data about them,” said Hawkswood.  “By using that data, we can certainly, in most cases, find changes in behaviour that would indicate problematic play and then use that to interact with the customers and try and get them back down to whatever their normal level is.  Longer term, that is going to be huge for the industry.  I think our long-term success fully depends on us getting that right.”

The quarterly workshops are just one string in the RGA’s increasingly broad bow of social responsibility efforts.  After being rolled out last year, GamStop – an independent self-exclusion service set up by the association – has spread at a rapid pace to cover almost the entirety of the UK’s gaming firms, with just a few smaller operators still to sign up.  As part of the Gambling Commission’s National Responsible Gambling Strategy, research is also being conducted into measuring affordability for customers, as well as finding new methods of analysing the psychology of games design.

“Obviously, you want every game to be a great game that people enjoy playing, but, within that, is there anybody looking at it with that different approach, that different pair of eyes?  What we want to do is to give people in that position the tools to know what they might look for,” explained Hawkswood.

While the UK continues to be the largest online gambling market in the world – growing in double-digits each year – investigations into new markets across Europe and the Americas have been continuing with increasing urgency.  At the end of last year, the European Commission made the controversial decision to drop gambling-related infringement proceedings against member states, quashing hopes for a coordinated EU-based regulatory push in markets with problematic or protectionist rules.  Nevertheless, Hawkswood and the RGA have continued their work of educating regulators on a country-by-country basis, concentrating on markets that show most potential.

“You have to build up those sort of relationships over a period of time and develop local partnerships and it just can’t be done overnight,” he said.  “But on the plus side, each year, more and more jurisdictions in the EU and elsewhere are adopting online regulation and tax.  They’re not going to be right to start with, but this is the art of opening the door a bit, getting in there, building that sort of credibility and then showing regulators, once they’ve regulated you, that the right thing can be done while also being profitable.”

It’s clear that, slowly but surely, the tide is shifting in Europe, with regulators finding increasing reassurance in the fact that other jurisdictions have successfully found ways to protect consumers and combat crime.  The greater the body of evidence that is built up, Hawkswood says, the more regulators are willing to lend a sympathetic ear to the industry.

“What has become easier now is that we can say to people, “Look, there’s the UK, there’s Denmark, there’s Spain, there’s Italy.  Go and speak to those regulators.  We’re not saying we particularly promote one or the other, but each of them have found a way to address the concerns you’ve got.”  I think that reduces some of the fears for regulators who aren’t used to regulating online gambling,” he added.

At next year’s ICE London, burgeoning markets around the world will come into focus with a series of expert panels looking at the most promising jurisdictions.  According to Hawkswood, the adaptability of many of the firms already operating in markets across Europe is sure to be a key strength for those seeking new horizons.

“There are many good potential markets out there which are still at the very early stages of being developed in a proper regulated and taxed environment.  That’s something our companies are used to,” he said.  “They do have that advantage going on in the fact that their business models are built on allowing for compliance and tax and regulation, whereas a lot of companies outside those sort of markets just aren’t.”

Meanwhile, as the slow work continues on the regulatory front, the industry’s brightest and best continue doing what they excel at: developing new ideas, new products and new concepts. Over the past decade-and-a-half, dial-up connections and early-stage broadband connections have blossomed into an era of mobile apps, live betting and augmented reality.  Nevertheless, there’s still enough room for clever ideas to transform the landscape.

“The great thing about ICE London is it’s the event where you will encounter that one person or that one group who comes up with something that makes you go, ‘Wow. I wish I’d thought of that.’  In the past, it would have been something like betting exchanges.  Or it might have been the first person to say, ‘I’ll tell you what. I think online poker’s a good idea’,” said Hawkswood.

“It’s really difficult, because even with the size of the industry, the amount of money that’s spent on R&D and the number of really talented, clever people there are in it, it’s incredibly hard coming up with that one thing.  But anybody who is a genuine innovator, who comes up with something like new in any form – I think that’s where the genius is.  You have to be a genius to come up with that special thing.”

ICE London 2018 attracted a record 33,536 visitors, an 11 percent increase on 2017 and a landmark which constituted the event’s seventh consecutive year of growth.  Density increased year-on-year, with the average number of visitors per stand up 17 percent and the number of visitors per square metre up 12 percent.  The ICE London brand also demonstrated its unique ability to engage with gaming professionals based throughout the world, with the exhibition experiencing a surge of visitors from key growth regions, notably North America (+33 percent), Africa (+23 percent) and South East Asia (+18 percent).

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Maximising Your Cross-Market Appeal

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Maximising Your Cross-Market Appeal
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With Bitblox introducing an entirely new breed of crypto-based price prediction games to the iGaming industry, we talked to CEO, Brandt Page, to discover how combining elements of both chance and skill with lightning-fast betting rounds has helped improve their cross-market appeal.

 

When Bitblox was first established, our core concept was relatively simple; we didn’t just want to provide players with a new twist on an existing format like slots or casino games, but instead sought to create an entirely new vertical that combined elements of chance and elements of skill.

One of the main drivers behind this decision was the fact that we wanted our releases to appeal to as broad an audience as possible – and I think from the figures we’ve seen so far, we’ve already had some notable success on that front in terms of the players that are engaging with our games.

Funnily enough, I was recently talking to the Head of Marketing from one of the operators that we work with and they told me they were struggling to place our games optimally. Initially, they’d put them in with crash and instant win content, but they soon discovered a lot of their in-game traffic was coming from sports bettors. A move to the sports betting tab followed, but the exact same-thing happened with casino players, leading to the games eventually winding up on the front page.

As this was going on, our games were continuing to post solid numbers with the customers who bet on both sports and casino – and all of this engagement was coming without there being any additional promotion from us or the operator. So why was it that our games were performing so well across these different player segments? I believe there are a number of contributing factors.

First and foremost, having this hybrid model of games of chance and games of skill that I’ve already mentioned has placed us in a fairly unique position within the iGaming industry. On the one hand, the simple premise of our Bitcoin-based titles – coupled with their attractive designs and intuitive UI – makes them highly accessible to casino players who are just looking to have fun.

On the other, the fact that Bitblox games aren’t based on RNG and are instead pinned to the real-time movements of the Bitcoin market certainly resonates with a sports betting audience. As they have the ability to follow the charts and use this information to inform their decisions, they definitely feel they have more control over the outcome than if they were playing a traditional slot.

Another key aspect of our cross-market appeal is the fast-paced nature of all Bitblox releases. With casino players being accustomed to the quick wins and instant gratification of slots and crash games and sports bettors also showing a growing preference for in-play wagering, we’ve ensured each game round is resolved quickly and that there are multiple opportunities for betting.

When we first launched Up or Down?, which features one-minute betting rounds, we soon learned that even this timeframe is too long for some players. This resulted in us developing Up or Down? Turbo – a game which kept the same mechanics as its predecessor but reduced the betting window to 20 seconds – and this has gone on to become one of our most successful titles.

Keeping all this in mind, one of the things I’m most excited about is the upcoming release of our latest game, 3 in a Row, as I think this is a title that really ties everything I’ve talked about so far together. Designed to look like a slot machine, 3 in a Row challenges players to correctly predict how the Bitcoin price will move over three separate 20-second windows for even bigger payouts.

Intended to appeal to casual users and serious sports bettors alike, players can elect to either spin the reels for fun and select a random price sequence or use the bet builder feature to put together their own custom prediction. With the latter essentially functioning like an accumulator bet, players can select up to three possible combinations – i.e. Up/Up/Up, Up/Up/Down etc – and only one result needs to land for them to win, ensuring they stay engaged until the final seconds.

I believe that 3 in a Row can help build on the strong foundations we’ve laid down with casino and sports bettors and provide operators with another popular option that offers significant cross-market appeal. Based on what we’ve seen from previous Bitblox releases, the audience for titles that combine elements of chance and elements of skill is definitely out there – and I’m looking forward to our unique brand of crypto-based games being enjoyed by even more players in future.

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Gaming Corps to launch with lotteries in the USA via EQL games deal

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In-demand content provider extends reach into largest iGaming market in the world with its full suite of games made available via iLottery aggregation platform

Gaming Corps, a publicly-listed game studio based in Sweden renowned for creating industry-leading games, has made its debut in the US market through a breakthrough agreement with leading lottery provider, EQL Games.

The distribution agreement will see Gaming Corps’ full suite of games made available to EQL Games’ powerful iLottery Aggregation Platform, developed to provide lottery operators across America with direct access to a portfolio of proprietary and third-party games.

Following the integration, EQL Games’ lottery operator partners will be offered proven Slots, Table Games, Multiplier Games, Mine Games and Plinko Games, as well as titles under Gaming Corps’ innovative and trademarked Smash4Cash™ series.

The deal and integration come at a time of growing demand among online lottery operators in the US for non-traditional content, a format that Gaming Corps has excelled in, especially with its Smash4Cash™ games, which have been a hit with players in global markets.

EQL’s aggregation platform has been developed to allow online lottery operators to quickly and easily access content from multiple game studios simultaneously through one integration and one commercial agreement.

Its iLottery Aggregation platform simplifies the process of adding new games to an online lottery brand across regulated states. In addition to the third-party content provided via its aggregator platform, EQL Games has a portfolio of in-house titles.

This includes games produced under licence with Team USA which were rolled out by several state lotteries for the Olympic and Paralympic Games in Paris this year, with new titles being planned ahead of the Winter Games in Milan (2026) and the Olympic and Paralympic Games in Los Angeles (2028).

Juha KauppinenCEO of Gaming Corps, said: “The USA has always been somewhat of the holy grail for game developers like us, which has been further emphasised as markets in several states have become regulated. The potential in the American market is enormous, and the impact for us is a bit difficult to assess, but we have great hopes for the collaboration with EQL Games, which has an impressive platform towards U.S. lotteries.

“We believe it will have a significantly positive impact on our revenues. I would like to personally take the opportunity to thank EQL Games and Brad Cummings for the collaboration, and we are now working hard to complete the integration so that all our games will be offered to EQL’s customers via their platform.”

Brad CummingsCEO of EQL Games, added: “Including Gaming Corps as a supplier to the EQL Games iLottery Aggregator is an exciting step forward in our mission to offer unique, high-quality content to state lotteries. Gaming Corps’ expertise in iGaming, along with their unique game portfolio, fits perfectly with our vision of enhancing the lottery experience through dynamic and engaging content.”

 

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Industry News

Public Voting Starts for Ortak x B.F.T.H. Arena Awards 3.0

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The highly anticipated Ortak x B.F.T.H. Arena Awards 3.0 has officially entered the public voting phase as submissions are closed.

More than 70 game providers have turned in over 160 submissions, including Tom Horn Gaming, Pragmatic Play and RubyPlay. Public voting involves enthusiasts casting their votes to pick the winner of the Game of Public Choice category.

The Public voting phase ends on December 1st 23:59 GMT+4.

Concurrent to public voting, the first phase of private voting also starts during which all participants who have submitted entries get the chance to vote for one favourite in each category. An international auditing company oversees this phase to eliminate duplicate votes and self-votes. This phase ends on November 19, 23:59 GMT+4.

The second phase of private voting will also take place with a jury of industry experts making their decisions based on the shortlist picked by participants during the first phase.

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