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Global Gaming Markets, 2013-2018 & 2019-2023 – Increasing Number of Mergers and Acquisitions

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Global Gaming Markets, 2013-2018 & 2019-2023 - Increasing Number of Mergers and Acquisitions
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The “Global Gaming Market: Size, Trends & Forecasts (2019-2023)” report has been added to ResearchAndMarkets.com’s offering.

 

Global Gaming Market: Size, Trends & Forecasts (2019-2023) provides an in-depth analysis of the global gaming market by value, segments and growth. The report also consist of analysis of gaming market by value and segments in regions such as Americas and Europe.

Under competitive landscape, different players in the gaming market have been compared on the basis of revenue generated and market capitalization.

The gaming industry is a term interchangeably used for gambling industry. The term gaming is more preferred by companies operating within the gambling market. As for them it sounds sort of more legal to be known as a gaming company instead of a gambling company. Gambling is defined as any game or activity in the which a particular player risk his/ her money in the expectation of winning more money.

The global gaming market can be segmented on the basis of Product Type type and Platform Type type. The market can be bifurcated into casinos, lotteries, gaming machines, betting and bingo on the basis of Platform Type type. On the basis of Platform Type the market can be sub segmented into land based and online categories.

The global gaming market is forecasted to showcase positive growth through the forecast period (2019-2023). The market growth is estimated to supported by various growth drivers such as increasing spending capability, legalization of gambling in countries such as US, rising penetration of smart devices, hike in internet penetration, and overall increase in global population especially within those lying in between the ages of 20-64 years.

The market is also confronted by some challenges such as the negative perceptions surrounding the gaming/ gambling market and lack of internet connectivity in developing countries. Emergence of bitcoins, growing number of mergers and acquisitions (M&A), use of augmented reality to enhance gaming experience and cloud gaming are some of the major trends existing in the market.

The report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global gaming market has also been forecasted for the period 2019-2023, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.

International Games Technology Plc., Paddy Power Betfair Plc, Scientific Games Corporation and The Stars Group are some of the key players operating in the global gaming market whose company profiling has been done in the report. In this segment of the report, business overview, financial overview and the business strategies of the companies are provided

Company Coverage

  • International Games Technology Plc.
  • Paddy Power Betfair Plc
  • Scientific Games Corporation
  • The Stars Group

Regional Coverage

  • America
  • Europe

Key Topics Covered:

1. Executive Summary

2. Introduction
2.1 Gaming Industry: An Overview
2.2 Regulations on Gambling: An Overview
2.3 Gaming Market Segments
2.3.1 On the Basis of Product Type Type
2.3.2 On the Basis of Platform Type Type

3. Global Market Sizing
3.1 Global Gaming Market: An Analysis
3.1.1 Global Gaming Market by Value
3.1.2 Global Gaming Market by Region
3.2 Global Gaming Market: Product Type Analysis
3.2.1 Global Gaming Market by Product Type
3.2.2 Global Casino Gaming Market by Value
3.2.3 Global Lotteries Gaming Market by Value
3.2.4 Global Gaming Machine Market by Value
3.2.5 Global Betting Market by Value
3.2.6 Global Bingo/ Other Gaming Market by Value
3.3 Global Gaming Market: Platform Type Analysis
3.3.1 Global Gaming Market by Platform Type
3.3.2 Global Land based Gaming Market by Value
3.3.3 Global Computer Gaming Market by Value
3.3.4 Global Mobile Gaming Market by Value

4. Regional Analysis
4.1 America Gaming Market: An Analysis
4.2 America Gaming Market: Product Type Analysis
4.3 America Gaming Market: Platform Type Analysis
4.4 Europe Gaming Market: An Analysis
4.5 Italy Gaming Market: An Analysis
4.6 Italy Gaming Market: Product Type Analysis
4.7 Italy Gaming Market: Platform Type Analysis

5. Market Dynamics
5.1 Growth Drivers
5.1.1 Improving Spending Capability Globally
5.1.2 Legalization of Gambling
5.1.3 Budding Internet Penetration
5.1.4 Hiking Penetration of Smart Devices
5.1.5 Growing Global Population
5.2 Challenges
5.2.1 Lack of Internet Connectivity in Developing Countries
5.2.2 Negative Perceptions on Gaming
5.3 Market Trends
5.3.1 Potential of Augment Reality (AR) Technology in Online Gambling
5.3.2 Emergence of Bitcoin Gambling
5.3.3 Increasing Number of Mergers and Acquisitions (M&A)
5.3.4 Cloud Gaming

6. Competitive Landscape
6.1 Global Gambling Market Players by Financial Comparison

7. Company Profiles
7.1 International Game Technology Plc. (IGT)
7.1.1 Business Overview
7.1.2 Financial Overview
7.1.3 Business Strategy
7.2 Paddy Power Betfair Plc.
7.3 Scientific Games Corporation
7.4 The Stars Group

For more information about this report visit https://www.researchandmarkets.com/r/se29wx

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SKS365 keeps investing in people: GROW People Management Program took the next level

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11 experienced people managers from the SKS365 group’s 4 locations gathered last week in Belgrade for the new GROW People Management Program. From 15 th to 19 th of April, through trainings, discussions, and social connections, people had the opportunity to further grow individually and as a team, while enjoying Belgrade’s city center and rivers.

Created in 2023 with the purpose of building foundation people management skills across the organization, GROW initiative evolved this year by including a new, advanced program for experienced people managers to further consolidate their skills and prepare for future opportunities.

Building and fostering connections, sharing experiences, and enjoying team building experiences – all these activities have been part of the GROWpmp agenda for the 11 people managers coming from Commercial, Product and Development, Finance, and Sportsbook departments of the group’s 4 locations – Malta, Italy, Austria, Serbia.

GROWpmp included a variety of topics that people managers in SKS365 recognized as the key areas for management development. Topics such as influence through communication, team effectiveness, DEI, through to presentation skills and business topics like understanding finance and management reporting, were delivered with the support of external professionals and internal experts, while designed and organized by the SKS365 People & Culture team.

 

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Kindred’s Share of Revenue from High-risk Players Shows Slight Increase

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Kindred Group plc’s (Kindred) share of revenue from high-risk players showed a slight increase to 3.2% (Q4 2023 3.1%) in the first quarter of 2024. Compared to the first quarter of 2023, the high-risk revenue share decreased marginally. The percentage of detected customers who exhibited improved behaviour after interventions came in at 87.1% (compared to 87.4% in Q4 2023 and 83.0% in Q1 2023). This sustained trajectory in the improvement effect after interventions, observed over an extended period, serves as a testament to the strong dedication and collective efforts throughout the company. It reflects Kindred’s ongoing commitment to fostering positive change within the industry.

“We continue to see our share of revenue from high-risk players fluctuate quarter to quarter, and we are working closely with all teams across the company to support customers towards a more sustainable gambling experience. However, it is encouraging to see that our Journey towards Zero data has steadily decreased since 2020. A similar trend can be seen across the healthier gambling behaviour effect after interventions. This tells us two things: our work is paying off, but we need to continue to push ourselves to propel a sustainable progression,” Alexander Westrell, Director of Communications at Kindred Group, said.

“It was very encouraging to witness the open and transparent discussions at the Sustainable Gambling Conference in London on 20 March, where those with lived experience shared their important stories. Also, it is evident that technology is moving forward, and will provide greater opportunities to detect and intervene in the future. We hope to see more regulators engage with the industry and with experts to secure a more sustainable industry for everyone,” Alexander Westrell added.

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PENN Entertainment Names Aaron LaBerge as Chief Technology Officer

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PENN Entertainment announced that Aaron LaBerge has been named Chief Technology Officer (CTO) effective July 1, 2024, subject to customary regulatory approvals. Mr. LaBerge will report directly to PENN CEO & President Jay Snowden.

In his new role, Mr. LaBerge will be responsible for driving the technology strategy and execution for PENN, while leading the multinational team of technologists and serving as the key business leader for the company’s Interactive division.

Mr. LaBerge spent more than 20 years at The Walt Disney Company, in two stints separated by five and a half years as a technology entrepreneur. He was most recently President & Chief Technology Officer for Disney Entertainment and ESPN where he was responsible for driving all technology and product development in support of The Walt Disney Company’s two media divisions. In that role, he helped set the vision and strategic leadership for how Disney uses technology to enable storytelling and innovation, drive its business, and create unparalleled consumer experiences with entertainment and sports content.

“We are thrilled to have someone of Aaron’s caliber join our PENN executive team. Having overseen a global organization of thousands of engineers, product developers, designers, technologists, and data scientists that created some of the largest scale and most successful media properties in the world, there is no better candidate to lead our Technology and Interactive division into its future. I know Aaron is looking forward to working with Todd George, our head of operations, and our entire Executive Team to continue growing our position as a leader in online gaming, sports betting, and digital sports media,” Mr. Snowden said.

“I’m excited to join another talented team at PENN Interactive and lead our technology strategy. PENN Entertainment is at the forefront of the fast-changing gaming and sports media industry. I plan to use my experience from Disney and ESPN to help make ESPN BET an essential piece of the sports fan experience. Together, we’ll push the limits and redefine how fans interact with sports and gaming,” Mr. LaBerge said.

Prior to his most recent role at the Walt Disney Company, Mr. LaBerge was Executive Vice President and Chief Technology Officer at ESPN from 2015 to 2018. At ESPN he played an instrumental role in the growth of ESPN’s consumer-facing digital media products and services – leading many of ESPN’s most ambitious and challenging projects and helping establish ESPN’s position as the leader in digital sports and innovative sports technology development. He was a key architect in the design, development, and engineering of ESPN’s state-of-the-art facilities in Bristol, CT; Los Angeles, CA; Charlotte, NC; and Austin, TX, as well as data centers and infrastructure that connect those facilities around the world, as well as the technology design and development to support the launch of the multi-platform SEC Network.

Between 2007 and 2012, LaBerge was co-founder and CEO of Fanzter, Inc. – a venture-funded consumer software and digital product development company. At Fanzter, he directed all day-to-day operations and led the development and launch of a variety of consumer-focused internet and mobile products, ground-breaking social and commerce technologies and more.

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