Latest News
As the World’s First Metaverse Employer, Decentral Games Is Defining the Future of Work

Few periods in history have altered the general public’s perception with regard to the future of work more profoundly than the last eighteen months.
After spending considerable time in isolation, perhaps it’s no wonder workers across the world have emerged from the pandemic having re-evaluated their professional passions, workplace preferences, and outlook for the future of their careers. Coincidentally, this once in a lifetime macroeconomic event has coincided with a key inflection point in the worlds of cryptocurrency and blockchain. For the first time in history, workers have been afforded the unique opportunity to pursue gainful employment in the most futuristic workplace known to humankind – the metaverse.
Decentral Games proudly bears the honor of becoming the world’s first metaverse employer. It’s an important and necessary responsibility we believe will bring a new wave of adoption and sense of community not only to our platform, but to the industry at large. As we’ve continued to scale headcount over the last year, our thesis for investing in new talent and helping to define the future of work has only grown stronger.
Despite having established careers prior to joining Decentral Games, new employees who join our ranks express feeling a call to become part of something bigger. “The job I had at the time was ten years in the making, an amazing place to work, and I wanted to leave it with every part of me…” Murphjestic, Decentral Games’ Community Manager recalls of leaving his Big 4 Accounting role. “I loved that job, so it wasn’t a matter of being unhappy with my employer. I had fallen in love with crypto, the metaverse, the potential and the amazing communities that were being forged.”
It’s a story we never get tired of hearing. Despite varying backgrounds, we’ve found motivated, adventure-seeking individuals at every turn who have felt driven to bring their collective decades of experience to Decentral Games without looking back. DG’s Events Manager, Adam for example, brings 20 years of entertainment industry experience to the table, and after traveling the world playing clubs as a DJ he found himself ready to apply these skills in a totally new capacity. “I started DJing in Florida, then playing clubs on the east coast of America and most recently playing venues all over South East Asia and landing in Italy.” he says. “I joined the Decentral Games team to provide versatile mixes, on board a dozen DJs, and grow high profile entertainment events.”
“I won’t lie, it was scary enough to give up a stable IRL job for a job I didn’t know if it would be for the future..” Casino Host Aeron says. “Now after more than five months I can say that this job is all I wanted and even more!”
It’s often the case that technological innovations come with a counterintuitive tradeoff, that despite being more connected than ever, the human element of community and working towards a common purpose is lost. As a team, we quickly realized that gaming and socializing in the metaverse was going to be an unfamiliar feeling for most – at least at first – so connecting with new users from the start and making them feel welcome was proving to be an especially important task. “The original idea was to have someone charismatic greet new users and play games with them so they aren’t alone.” GLHF (Kris), DG’s Casino Manager remembers. “That quickly blossomed into an elite, full-blown support system of 20+ Casino Host team members, most of which are working 8+ hour daily shifts, and can now answer almost any question and resolve issues for users, on the spot.”
Most employees see immediate gratification and fulfillment in the work they’re performing due to their rapport-building with our customers, many of whom are awestruck navigating the metaverse for the very first time. “It reminds me how important it is to onboard complete strangers…” Casino Host, 100Rainbows said. “While a waiter will meet/greet patrons and aid them with the menu, a Decentral Games Host can help newcomers to walk/talk and teleport within the metaverse.”
These initial interactions additionally present an opportunity to introduce players to Decentral Games’ play-to-earn model, a unique system that allows both players and employees to acquire shared ownership in the platform the more they interact with it. Players place wagers and earn rewards via our proprietary $DG token, an asset simultaneously represents both a unit of account and fractional ownership. Through the $DG DAO, $DG token holders own the casino, control the profits, vote on new games and decide on feature proposals. The system allows customers to “be the house” and financially aligns the interests of our employees with our players, fostering a stronger sense of community not seen in the traditional gaming sector.
Aside from the nature of their work, DG metaverse employees see the upside of completely remote work, a team-oriented environment, flexible hours, and opportunities to develop cutting-edge skills. “I can pick the hours that won’t affect my school work and also allow me to not miss any time with friends and family and that is something I’m extremely grateful for,” Ethan, a Casino Host says of his schedule. “In fact, I can work more than double the hours at DG than I’d be able to work elsewhere all from the comfort of my home.”
Above all, what keeps our talent executing day in and day out on Decentral Games’ bold vision for the future is the belief in limitless opportunity and potential. The world of cryptocurrency today is filled with genuine excitement, a feeling that is deeply reminiscent of the internet boom that captivated the world’s imagination in the early 2000’s. Similarly, before they made the leap to get involved, many of our employees were just crypto-enthusiasts looking to get a foot in the door of this game-changing industry. As the industry has evolved to support the immersive infrastructure of the metaverse, the new ecosystem has rapidly matured to the point of being considered the future frontier of work. Even amid the uncertainty of price fluctuations in crypto markets and short-term market uncertainty, the team is filled with conviction that cryptocurrency has the potential to ring in a brighter future for all who wish to participate in it. “The strange part is describing my work to people, it’s always a ‘Shut up, no way!’ moment if they are young or simply a confused look for people my parents age, Denzel, a Casino Host, says. “Nonetheless it turns heads and opens people’s eyes to the possibilities being created by blockchain technology.”
Latest News
NRM Group restructures and rebrands as Boomerang Digital

Andrew Ludlow, who has served as Managing Director of NRM Group since 2012 has completed a far-reaching strategic rebrand of the business culminating in the launch of Boomerang Digital.
The product of a 12-month business review Boomerang Digital brings NRM, ISD and Big Deal games into a single entity and in the process provides a frictionless touchpoint for customers across the totality of its technology-driven product range.
Expanding on the strategy Boomerang Digital co-founder and Chief Executive Andrew Ludlow said: “We are taking the NRM heritage totalling close to 30-years of ground-breaking thinking to create a platform from which to launch the next important phase of the Group’s development under the new Boomerang Digital brand.”
He added: “Because Boomerang Digital is a single entity offering a range of solutions it means that customers can now talk to us much more holistically about their requirement for end-to-end solutions. Under Boomerang we can ensure that the technology ecosystem is appropriate and streamlined.”
Confirming that there will be no job losses as a result of the restructure Andrew Ludlow stated: “To grow the business, we need the right calibre people and we will continue to recruit the additional talent that we require. I am delighted to say that Chris Wrigley will be moving to the newly created post of COO with Wayne Forster becoming Director of Product, membership and mobile.”
Boomerang Digital’s first industry appearance will be as part of the Bingo Hub at the EAG Expo (16-18 January, ExCeL London) and Ludlow confirmed the importance of the event. He stated: “We’ve got lots to talk about, lots to share and lots of exciting plans for the future. In order to meet the entertainment and engagement demands of tech-savvy consumers our customers have evolved and so have we. It’s a really exciting time and the team cannot wait to bring the Boomerang Digital vision to life. EAG can’t come quickly enough!”
Compliance Updates
BOS rejects the government’s proposal to raise the gambling tax

The Swedish Trade Association for Online Gambling (BOS) today submits its advisory statement to the Ministry of Finance on the memorandum “Increased gambling tax”.
The memorandum proposes an increase in gambling tax from 18% to 22%, to apply from 1 July 2024. BOS rejects the proposal.
– The government can hardly time its proposal to raise the gambling tax to a worse time. We are in a situation where fewer and fewer players choose to play on the safe licensed market, and more and more on the unregulated, unlicensed gambling market. That the government proposes to raise the tax for licensed gambling is the best Christmas present you can think of – to the unregulated and unlicensed gambling market, says Gustaf Hoffstedt.
The memorandum in English can be found below:
Referral statement Fi2023/02665, Increased gambling tax
About BOS
The Swedish Trade Association for Online Gambling (BOS) is here issuing its opinion on
the memorandum “Increased gambling tax”, in which it is proposed that the excise tax
on gambling be increased from 18 to 22 percent as of July 1, 2024.
BOS represents twenty gambling companies that operate on the Swedish gambling
market.1 This makes us the largest trade association in Sweden within our industry. All
members have a license/permit issued by Spelinspektionen.
BOS recommendation
BOS rejects the proposal to raise the gambling tax.
Our motives for the rejection
The goal of the gambling market, as described by the government, “is a healthy and
safe gambling market under public control”. In addition, according to the government,
revenues for the common good must be protected, the negative consequences of
gambling must be reduced, gambling for money must be covered by strong consumer
protection and cannot be misused for criminal activities.
BOS believes that the proposal for a tax increase is in conflict with all of the government’s stated goals for the gambling market. It is connected with the fact that the implementation of a tax increase on gambling will lead to a reduced channelization to the
Swedish regulated gambling market, something that is also expressed by several other
reference bodies, including the Swedish Gambling Authority.
In contrast, the un-licensed and not infrequently illegal gambling market in Sweden will gain market share
if the proposal to raise the gambling tax is implemented.
It is connected with the fact that a tax increase on licensed gambling further
strengthens the competitiveness of unlicensed gambling in Sweden, which
correspondingly increases in attractiveness when Swedish gambling consumers have
to make decisions about where their gambling will take place. A product subject to
high tax is less attractive than a comparable product subject to low or no tax.
Channelization
The concept of channelization refers to what proportion of Swedes’ gambling takes
place on the licensed market designated by the state, and what proportion takes place
on the unlicensed market in Sweden. Ideally, all gambling should take place on the
licensed market, but in practice this is impossible to achieve, especially when it comes
to online gambling, which by its very nature is cross-border. Sweden’s unofficial
channelization target has therefore been set at 90 percent. In other words, it is
acceptable (but not desirable) with a leakage to the unlicensed gambling market of no
more than 10 percent. If the leakage becomes greater than that, the goals of the
gambling policy are considered to be unachievable.
Unfortunately, Sweden’s channelization target must now be described as “unofficial”,
with reference to the fact that the government seems to have distanced itself from the
target in recent years. What was initially a clearly defined goal from both the government and the Riksdag, at least in the political debate, has in recent years rather been referred to as an expectation, assessment or forecast.
To the extent that a government and Riksdag decision is needed to establish Sweden’s
90 percent target, we strongly recommend that the government take this initiative,
and thus not distance itself from this gambling policy goal by calling it something other
than a goal or objective (for example assessment). It is in the government’s own
interest that there is a channelization goal and any way to distance oneself from this
harms the government and the legitimacy of the licensing system, and what is worse
harms Sweden’s gambling consumers.
The reason why the government should under no circumstances undermine the goal of
at least 90 percent channelization is that a high ditto is a basic prerequisite for all other
goals of gambling policy. A high channelization goal is a goal to reach all other goals.
These other goals can be summarized as:
– That consumer protection is strong
– That unhealthy gambling is kept to the lowest possible level
– That crime is pushed back
– That the state receives good tax revenue from gambling
– That the licensed gambling companies have good profitability and good conditions
– That the licensing system has high legitimacy
The government states as a motive for raising the tax that “[t]he current tax rate of 18
percent has applied since the Swedish gambling market was reregulated in 2019. The
gambling market has since stabilized, and channelization has increased significantly.”
It is a claim and a description of reality that we dare to say that the government is
quite alone. In the memorandum, the government presents no more recent figures
than those presented by the Swedish Agency for Public Management (Swe: Statskontoret), which originate from 2021, in a report on the gambling market.
It is unfortunate that the state has not produced more recent data than this, and it is
unfortunate that the government has not taken on board new data presented by
actors other than the state. BOS was able to show half a year ago that the
channelization in March 2023 was 77 percent for all competitive gambling (that is, all
gambling not protected by monopoly).
It is a channelization that testifies that the Swedish licensing market is in a very serious situation.
The BOS report also broke down the competitive gambling market into its various
components, such as sports betting and online casino. The gambling vertical online
casino, along with online poker, showed the very weakest channelization at 72 percent. That in such a situation there is no room for measures that further damage
channelization – which a tax increase on gambling does – should be obvious.
In addition to BOS’s channelization report, which was carried out by opinion institute
SKOP, the gambling company ATG has had the channelization measured using a
different methodology and presented it in a report. ATG’s measurement mirrors the
BOS report in terms of channelization in general in the gambling market (only 1
percentage point separates the two measurements). On the other hand, the ATG measurement shows an even worse position for the gambling vertical online casino.
Considering ATG’s channelization report, where channelization has fallen dramatically
since the Swedish re-regulation in 2019, it is difficult to even know how to relate to the
government’s claim that “[the] gambling market has since stabilized, and
channelization has increased significantly.” In a later report from ATG, which extends
to Q3 2023, channelization has further fallen to 70 percent channelization for the overall license market and 59 percent channelization for online casino.7
In addition to the above quote from the government testifying that the government
simply lacks a basis for its claim, it demonstrates another, general, shortcoming in the
government’s memorandum: the lack of data, basis, preparation, and analysis.
Examples of the absence of analysis concern the proposal’s impact on the media and
the sports movement. Both of these social actors are major recipients of money from
the gambling industry. A cost increase for the licensed gambling industry of SEK 0.5
billion annually (the increased tax revenue estimated by the government) has to come
from somewhere, and this will by all accounts happen at least in part through reduced
advertising in traditional media and reduced sports sponsorship. The government has
nothing to say about how the media and the sports movement are affected by the government’s proposal. There are no impact analyzes in the government’s memorandum on this.
Through advertisements in, for example, the daily press and sponsorship of sports
teams, awareness of the brands of the licensed betting companies is increased. Such
marketing and sponsorship thus promote the Swedish gambling market, in that
licensed gambling companies are top of mind when the gambling consumer chooses
an operator for its gambling. In addition, of course, the money from the gambling
industry is of great use in the daily recruitment of both sports associations and newsrooms, for their respective important tasks in our democratic society.
The government’s memorandum is not only incomplete in that it does not highlight
and analyze the consequences for important social actors. In addition, the small
approach to analysis that is actually presented in the memorandum seems to be
poorly executed. The government calculates the expected increased tax revenue at
SEK 539 million. There is no calculation for increased costs for the expected increased
gambling addiction, as a consequence of players migrating to unlicensed gambling, in
the analysis. In addition, there is a complete lack of calculations on the extent of lost
tax revenue due to the fact that the tax increase results in reduced channelization, as
well as in general reduced gambling on the license market because the price of
gambling products is raised.
With regard to price sensitivity (price elasticity), the figure -0.5 is used in the memo –
that is, not price sensitive – which is information taken from the inquiry “A reregulated
gambling market”. The information in the inquiry in turn refers to an external report
from 2014 from Great Britain.8 However, the UK document indicates a higher price
elasticity for certain gambling products, including online casino with a figure of -1.5
(high price sensitivity), but this fact – that gambling decreases when the price of
certain gambling products is increased – is completely omitted from the government’s
memorandum. The government’s estimated increase in tax revenues of just over SEK
0.5 billion annually therefore appears to be pure wishful thinking based on incorrect
assumptions.
Optimal tax rate
On behalf of BOS, in 2016 the consulting firm Copenhagen Economics had an optimal
tax level calculated for Swedish conditions, ahead of the Swedish re-regulation in
2019.9 As far as we know, it is the most detailed investigation that has been done based on Swedish conditions, and the report had a noticeable impact on the government’s and the Riksdag’s decision to set the gambling tax at 18 percent gross gaming
revenue.
Copenhagen’s Economics report presents an optimal range for the state to stay within,
15-20 percent. A tax rate above 20 percent means lost channelization, but also in the
long term reduced tax revenue, in accordance with a classic Laffer curve. There is no
reason to believe that the state can now, compared to the years before the Swedish
reregulation of the gambling market, be able to deviate from the presented tax range
without damaging the license market. On the contrary, today’s critically low
channelization bears witness that the tax in this sensitive situation should under no
circumstances be increased. Instead, the government and the Riksdag should urgently
devote themselves to reforms that strengthen channelization.
Reforms that strengthen channelization
In this context, BOS would like to conclude by raising a finger of warning for the superstition we see when governments – the current one as well as the previous one – propose new repressive measures on the gambling market. Repressive measures aim to
make it difficult for and exclude unlicensed gambling companies from the Swedish
gambling market. Examples of such measures are so-called B2B permits, payment
blocks and bans on promoting unlicensed operators.
We are generally positive about such measures, and we see their complementary task
as absolutely crucial to succeed in maintaining a high channelization. Complementary
in the sense of reinforcing a gambling license market that is fundamentally perceived
as attractive by the player collective. We object, however, to the fact that governments seem to live in the delusion that the attractiveness of the gambling license
market can be worsened (for example, by raising the gambling tax) without this
worsening the channelization, as long as the deterioration is met with repressive
measures to shut out unlicensed gambling. All experience, from Sweden and a number
of jurisdictions where our members operate, shows that this is an incorrect
assumption. In addition, governments tend to mortgage strengthened channelization
through intensified repression already in advance, not infrequently before the
repressive measures have even been put into effect.
Repressive measures strengthen and promote the licensed gambling market when this
is fundamentally perceived as attractive by the player collective. It is the customers
who decide whether the gambling should take place on the licensed market or not. No
countermeasures in the world, at least in the democracies of the Western world, can
stop the outflow of gambling consumers if the consumers do not consider that the
gambling offer they are given on the license market is sufficiently attractive.
eSports
UNITED KINGDOM TO HOST 2024 PUBG MOBILE GLOBAL CHAMPIONSHIP

PUBG MOBILE Esports is thrilled to announce that the 2024 PUBG MOBILE Global Championship (PMGC) will be held in the UK, taking place live next December with a $3 million prize pool. The first time a major PUBG MOBILE event has been hosted in the UK, this tournament will bring local fans a unique opportunity to see the very best skill that the world has to offer. This news comes ahead of this year’s 2023 PUBG MOBILE Grand Finals in Istanbul.
James Yang, Senior Director of PUBG MOBILE Global Esports, announced the news during the opening ceremony of the 2023 PMGC Grand Finals, with the exact UK location to be revealed at a later date. This is the first time a major PUBG MOBILE event has been held in the country and the first in Western Europe since 2018.
The highlight of the PUBG MOBILE Esports calendar, the PMGC brings together dozens of teams from around the world to compete in the ultimate showcase of talent. This year’s Grand Finals are taking place this weekend in Istanbul, Türkiye, where the final sixteen teams remaining in the competition will battle it out to become PUBG MOBILE World Champion.
Joining next year’s PMGC in the top tier of PUBG MOBILE Esports events, as well as next year’s midseason tournament in Riyadh, Saudi Arabia, is the PUBG MOBILE Global Open (PMGO), which will take place in Brazil throughout March and April 2024 and feature a $500,000 prize pool.
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