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Kindred Group plc – Trading Update for the Second Quarter 2020

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Kindred reports on revenue from harmful gambling in the third quarter 2023
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Kindred estimates gross winning revenue for the second quarter of 2020 of about GBP 235 million (Q2-2019: GBP 226.2 million).

Even though cancelled sports events have affected the second quarter, solid growth in revenues from other products has partly compensated. Substantial growth has been delivered by Kindred’s cutting-edge technology, proprietary Racing platform as well as other events such as eSports, and other virtual sports alternatives (e.g. F1, FIFA events). Sports activities have gradually resumed during the latter part of the quarter. It is probable that Kindred and other online operators have received a temporary benefit from the fact that most offline betting outlets in many countries have been closed throughout the second quarter.

Underlying EBITDA for the second quarter of 2020 is estimated to be in the range GBP 48-53 million (Q2-2019: GBP 30.5 million). The main driver in the expected increase in EBITDA compared to the prior year is the cost reduction actions that Kindred prudently took in connection with marketing, content and other direct costs. While these actions have protected profitability in the short term, now when sports are returning to more normal activity levels, we expect the marketing cost model of the business to normalise as well. It is natural that reducing marketing and related costs produce a short-term profit benefit, but if sustained over a long period then these actions could damage the long-term competitive position of the business.

Betting duties for the second quarter are significantly below the level of the first quarter because the impact of sports cancellations was strongest in France, where tax rates are highest and other betting types are very limited.

Although Kindred has continued to use its strong cash flow to reduce the amount outstanding under the credit facility, the movements in exchange rates have generated a FX loss on the loan balance of GBP 5.1 million in the second quarter of 2020 out of which GBP 0.6 million was realised.

Active customers for the quarter amounted to 1.3 million which was a decrease of 11 per cent compared to the same quarter last year. The decrease was expected as many recreational/occasional players are motivated by sports events.

As communicated at the time of the Q1 report, Kindred’s management will continue to implement a number of operational efficiency initiatives throughout 2020.

The Interim report for the second quarter of 2020 will be published on 24 July 2020. The results presentation and Q&A session will be available through webcast as usual.

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Tequity agrees RGS licensing deal with Fantasma Games

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Listed Swedish studio to benefit from increased speed to market
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Listed Swedish studio to benefit from increased speed to market

Tequity, the up-and-coming iGaming software pioneer, has agreed an integration deal with innovative studio Fantasma Games.

The integration of Tequityā€™s agile, licensed modular platform is expected to boost the speed-to-market capabilities of Fantasma, as the studio aims to grow its presence in key markets including North America.

Tequityā€™s platform incorporates a Remote Gaming Server (RGS) that increases operational efficiencies. Once live, Fantasma will be able to reach the next level by adding partners at a quicker rate, as it looks to meet operator demand for fresh types of content including increasingly popular sweepstakes.

The latest deal, with a studio listed on the Swedish stock market, follows on from successful launches of Tequity technology with sports betting-focused Parlaybay, multiplayer specialist BeyondPlay and slots supplier AvatarUX.

Tequity offers founders, start-ups, scale-ups and established companies across the iGaming sector a wide range of software modules that can be hand-picked to meet the needs of specific projects.

Krzysztof Opałka, Chief Technology Officer atĀ Tequity, said: ā€œWe are excited to be working with Fantasma Gaming, to help further their growth in key markets worldwide.

ā€œThis partnership illustrates the power of our platform in delivering an efficient RGS solution that speeds up the launch process of their top-quality content. The Tequity platform offers a strong foundation for licensees wishing to create and deliver unique content to operators.ā€

Fredrik Johansson, CEO and Founder of Fantasma Games, added: ā€œThanks to the Tequity platform, Fantasma Games is working faster and smarter across a number of areas, allowing us to bring innovative content to our partners at speed.

ā€œThis integration significantly boosts our growth potential, as we look to increase the number of operator partners we work with around the world and deliver them relevant, localised and exciting games.ā€

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Realistic Games introduces endless spins in Maxiplier

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Realistic Games has unveiled its latest slot release, Maxiplier.
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Maxiplier combines a retro-inspired theme with revolutionary gameplay. Speedometer-style icons, on reels two and four, act as both wilds and multipliers that can increase wins up to 20x. Land two of these multipliers simultaneously for a potential max multiplier of 400x.

Maxiplier will launch with the highly anticipated 1-2-infinity ante bet mechanic. Land two scatters on the first two reels and trigger an infinite amount of respins. Collect wins until the third scatter lands, unlocking the thrilling free spins round.

The free spins round features enhanced multiplier wilds alongside the 1-2-Infinity respins, for even bigger wins. This exciting bonus builds upon the success of Realistic Games’ recent hits like Fortune Fortress and Chicken or the Egg? solidifying its position as an industry innovator.

Amy Brewis, Account Manager at Realistic Games, said: ā€œWeā€™re excited to be launching Maxiplier, a game with fresh mechanics that allows players the chance to win infinite respins. Multiplier wilds in both the base game and free spins keep things thrilling, and the 1-2-Infinity ante bet adds another layer of engagement.

ā€œWe expect players to love the chance for endless respins, a feature we’ve evolved from our popular Catch 22 slot. We can’t wait to see the response from players and operators alike!”

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Has mobile gaming continued to grow in 2024?

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By the time we reach 2025, experts have predicted that around 65 million of us here in the UK will be smartphone users.
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Here in the United Kingdom, itā€™s estimated that around 86% of us used a smartphone to go online and browse the internet last year. If you compare this to 2009, this is an increase of a staggering 58%. A study also found that 39% of people with smartphones use them for gaming. And so if you look at the trend year over year, it is certain that statistics in all areas of smartphone usage are going to keep increasing. By the time we reach 2025, experts have predicted that around 65 million of us here in the UK will be smartphone users. Today, weā€™re going to look at mobile gaming and how much that has grown last year and this year, as well as what the future holds.

Building momentum

From 2022 to 2023, the mobile gaming industry saw a year-on-year growth of 0.6%. There is no doubt that the demand for mobile gaming is continuing to grow. With millions being spent both on the games themselves, on in-app purchases, and also on nettcasino. The reason that we are seeing this growth is that smartphones and their capabilities are continuously growing. All of the tasks that we traditionally used to rely on a computer for are now able to be done mostly on a smartphone. This practicality and accessibility have meant that more people will now do most of their tasks on a smartphone.

Each year, it gets harder and harder for game developers to make the most of their latest inventions. Each day, new games get uploaded to the respective app markets, either on the Play Store or the App Store. This means that the marketplace gets more and more crowded, presenting more competition than ever before to developers. And itā€™s for this reason that consumers, more than ever before, are prioritising quality over quantity. They have more choice, but they donā€™t want to spend hours hunting through the apps. They will typically read reviews and go for a game that is highly rated and has top quality.

On the topic of developers, as they are seeing the increase in mobile gaming, including in 2024, they are starting to pivot their focus to cross-platform capability. Allowing those gaming on smartphones to play against their console- and PC-based counterparts. The reason this is such a big focus is that one thing that gamers love to do is play with their friends. But some of them may not have a console, for example. But if a game is available across multiple platforms, it then expands its player base.

A lot of people also drew to mobile gaming, as it gave them an opportunity to start gaming and playing at online casinos. It also meant that they could socialise either with their friends or with other players. This social aspect, for some, is hugely important. For those who donā€™t particularly go out, having a community and a shared interest and passion in a mobile game can be really great for their mental health and can help them grow as a person and in confidence.

In Summary

To conclude, it will be interesting to see what the rest of 2024 brings for the mobile gaming industry. Each previous year has brought along different trends. And this ever-changing and growing landscape also means that game developers are constantly having to change their strategies in order to stay competitive and keep growing their player bases. One thing we can guarantee for certain is that the number of people with smartphones and access to the internet on said smartphones will only continue to grow.

 

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