Connect with us

Interviews

Mobile-first gaming round table with experts from Habanero, Evoplay, OneTouch and ESA Gaming

Published

on

Mobile-first gaming round table with experts from Habanero, Evoplay, OneTouch and ESA Gaming
Reading Time: 9 minutes

 

In recent years, mobile-first gaming has rapidly risen as smartphone companies continuously enhance their products, making it easier for players to access games whilst on the go. This technological development has brought forward an industry shift, that has seen iGaming companies redirect their focus towards mobile-first content.

With more and more companies embracing the increase in mobile gaming, we explored the success of this new generation offering and what the future holds.

 

According to you, what brought forward the increase in mobile-first gaming?

Arcangelo Lonoce – Head of Business Development at Habanero:

The watershed moment came a number of years ago when smartphones finally managed to deliver a properly premium gaming experience. Indeed, phones have improved exponentially to the point where you could argue that mobile technology is as good as if not better than desktop.

This has been made possible by the improvements in ‘light betting’, by which I mean data, allowing players to enjoy parallel matches etc. When you can reach that point, laptop gaming becomes obsolete as you can flick through just as seamlessly as on desktop. Just of course like the wider world, when it comes to relaxing on the couch, mobile will always be your primary channel over a laptop – whether that’s shopping, gaming or Instagram.

Of course, with HTML5 becoming ubiquitous and flash disappearing has accelerated the mobile-gaming trend. You can look at emerging markets or countries that never went through the ‘laptop era’, as given the leap in tech developments in the last decade, it means that smartphones are simply more affordable and accessible to players than MacBooks ever will be. Latin America is a great example of this.

Vladimir Malakchi, CCO at Evoplay:

The accelerated growth and penetration of global smartphone usage across every corner of the world is the key driver behind the impressive rise we have seen in smartphone gaming. Data from 2021 reveals that over 6 billion people use mobile phones worldwide, and this number continues to grow, with the 5G standard being one of the catalysts. Emerging markets are catching up fast too – with the majority of regions now greatly investing in the development of mobile technology.

In addition to this, according to our research, three-quarters of gamblers prefer to play on mobile, doing so every 4.2 days on average. Other sources show that in 2020, 50% of the online gambling revenue came from mobile, which isn’t surprising as 75% of traffic belongs to mobile. The numbers clearly don’t lie, and the high demand for mobile gaming is a call to action for suppliers to accept this trend.

Thomas Smallwood, Head of Marketing at ESA Gaming, comments:

A mix of technology and convenience is the short answer. Mobiles now provide a simpler and faster way for players to enjoy their favourite games. It’s fair to say that the trend towards mobile has also probably been accelerated during the pandemic as the move from retail to online has quickened.

Madis Raus – Head of OneTouch:

Obviously, the widespread use of smartphones and availability internet has had a positive effect on mobile-first gaming. These days people use mobile devices to perform certain tasks, their far easier to use and more accessible than laptops and desktops. Additionally, mobile devices allow people to do things whenever and wherever they want, whether they’re commuting or simply passing time.

By making the mobile-gaming experience seamless and engaging at the same time, players will continue using mobile devices for entertainment. This is something which will naturally increase over time, as mobile devices continue advancing and being capable to perform at higher standards.

 

Are there any verticals that perform better on smartphones? And how can developers improve those verticals that don’t work as efficiently?

Arcangelo Lonoce:

As an expert on slots and table games – I would say table games are inherently easier to develop and render when performing on smartphones compared to slots, but if we look at numbers, slots are dominant, with a market share of around 85% or so, which shows that the player demand this vertical more than any other.

However, looking at table games, there’s a lot to be said about performance. They have excellent stable rates of acquisition and retention – so there is less motivation to tweak a formula that is clearly working. They also have higher average bets, greater lifetime value and from a mathematical and user interface viewpoint, I would certainly rank them up there as one of the best performers.

Given market demand though, we can assume slots will always retain the lion’s share. So how does one improve the vertical? Stories, subject matter and narrative are key, as is the UI, although we mustn’t forget, it all starts with the maths – you need to get that right first, and then you can start talking other improvements.

Vladimir Malakchi:

Actually, all verticals and mechanics perform well on smartphones. However, while creating a product for hand-held devices, there are key principles to follow: easy-to-understand UX, simplicity of a game, uncomplicated graphics, and adaptation to vertical view.

One thing is for sure – it makes no sense for suppliers to choose a specific type of game to develop for smartphones. The fundamental point is to accept that the mobile-first approach is a basic demand for players.

Thomas Smallwood:

I think sports betting is a natural vertical for mobile. With the ability to play high-quality live streams on mobile devices, in-play betting is no longer just for retail or desktop and the fact that bets can be placed anytime, anywhere is a major factor.

The limit in phone storage also means that casino can be trickier on mobile, especially in apps where users often need to download the games they want to play exactly because of this limitation.

These are two factors behind ESA Gaming’s development of ultra-lightweight games for sportsbooks. The EasySwipe suite of games is accessed through a widget we have designed and developed which enables players to seamlessly move between games and sports bets rather than being re-directed to another part of the site or a cumbersome casino page. The sports betting experience is unhindered and conversion to casino games happens at lower cost.

Madis Raus:

Mobile device usage differs slightly from desktop usage, this means that mobile users have different expectations. Since people use mobiles to pass time or when they’re in between things, the attention span of the mobile user is often shorter, these are things to consider when providing content to them.

In my opinion it’s the matter of the speed of games rather than specific verticals, fast games tend to perform better, as the player doesn’t need to wait too long, which is a bonus especially when they’re looking to kill some time.

To improve further, developers need to consider the peculiarities of mobile device usage and think about ways of implementing content that doesn’t depend on usage patterns, making the products more appealing and engaging to players.

 

What are the difficulties of adopting games to function on smartphones?

Arcangelo Lonoce:

Habanero as a company operates with a mobile-first approach, therefore, we don’t find any real challenge when it comes to rendering games on mobile since our products are designed with smartphones in mind. After all, we disposed of Flash in 2015 and since then we have always developed our games using HTML5.

Vladimir Malakchi:

Adapting a visual component to all models of smartphones, including early versions, isn’t an easy task but is possible thanks to cutting-edge technologies. They allow us to create visually stunning products compatible with most smartphones. The optimisation of UX, UI, resolution and graphics for all platforms is the main priority, as we want to ensure that our players get high-quality content on any device.

Another challenge, which we have also overcome, is the amount of data used by games. Our proprietary game engine Spinential, developed in-house has been a real gamechanger for us, accelerating the loading speed and optimising the storage capacity. This solution has been designed with a purely mobile-first approach in mind, and we’ve really reaped the benefits.

Thomas Smallwood:

The obvious thing is the greatly reduced screen space and the practicality of a hand-held device. Because of this, we have chosen to develop ‘mobile-first games’ and move away from adapting desktop content. This means every aspect of the game is thought out with the mobile user in mind, ideally with the ability to do everything just with a thumb. Of course, the challenge is to make everything on the screen accessible, so it is a constant evolution as the user demands more features.

Madis Raus:

Different game types have different elements, for slots it may be the screen ratio, for example how to make symbols as big as possible and still keep the popular grids. Alternatively for Live games, you need to consider the screen size, ensuring that the player can see what is happening in the stream and whether the cards shown are in sync with what’s being reported etc.

As mentioned above, when adapting games, it’s important to consider the peculiarities of mobile device usage, developers must think about ways they can make games as fast and seamless as possible but at the same time still engaging on a smaller screen.

 

How fundamental is it for operators and developers to adopt a mobile-first strategy?

Arcangelo Lonoce:

It’s extremely important, otherwise you’re missing out on 80% of the market! There were some suppliers that were very late to the HTML5 adoption, which made it incredibly frustrating for operators – plenty of which I saw first-hand back when I was at BetVictor during the 2010s. To put things into perspective today, you simply cannot launch a game as without considering a mobile-first approach, since you’re forgoing an absolutely huge amount of revenue.

Moreover, mobile gaming allows people to play remotely, therefore players don’t need to depend on a desktop or laptop to participate in their hobby. With mobiles advancing and 5G becoming the norm, we’re now looking at a whole new world of possibilities to enhance mobile-first even more, the ramifications of which will be huge, especially when it comes to content and loading speeds.

Vladimir Malakchi: 

Keeping in mind the number of global smartphone users, prioritising mobile devices when creating gaming products is a must. Moreover, it is expected that in a couple of years, this number will grow to seven billion. Currently, the US, China and India lead the list of countries with the highest rate of mobile penetration. However, as the latest data shows, the potential of emerging markets in regard to mobile usage shouldn’t be underestimated. This is a direct sign for suppliers to throw all efforts on products focused on mobile gamblers. The mobile-first approach isn’t just a trend, it is a philosophy, which is getting more and more supporters. There is no better time to embrace mobile-gaming than now.

Thomas Smallwood:

You could argue it is a percentages game. When desktop provided the higher user count it made sense to develop content for desktop. With the advancements in mobile technology, the increased numbers using mobile and the loyalty associated with apps I think a ‘mobile-first’ strategy is key in the growth of any gaming brand.

Madis Raus: 

This is very essential, especially when it comes to companies surviving in this extremely volatile industry. Just by looking at how much traffic is already generated from mobile channels, you can see how strong the area is, and there’s nothing that indicates a potential decrease in mobile device usage.

If companies wish to attract modern players, it is really essential to adopt a mobile-first strategy, as modern players will look for a seamless mobile experience, if it isn’t available on your brand then they will simply look elsewhere.

 

With smartphones continuing to evolve, what does the future hold for mobile-first gaming?

Arcangelo Lonoce:

I would expect mobile-first gaming to be the only way forward – it’s the old debate on how much entertainment is a part of iGaming. Whilst entertaining is a key aspect, you must also keep the experience flawless. Certain things haven’t worked out, 3D gaming for example, as we’ve learnt that people don’t really gamble to get lost into the symbology of the slot – but rather the thrill of the win, which is the entertainment.

So, in my view, mobile gaming will gain an even larger market share than it has now, it could soon become by far the only way of enjoying this experience. Additionally, with new demographics coming online, the future holds lots of opportunities for interaction of everything from social to multiplayer, shared in any possible way. Cross-sell opportunities are also endless, with push notifications and the like, as players can carry their game anywhere they go – whether that’s being entertained at home, when out and about or during the commute.

Vladimir Malakchi: 

I am sure that we will see an industry-wide adaptation of gaming content to mobile platforms in the very near future. Once the value of mobile gambling is fully understood, the industry will immediately aim to transform existing and future products.

I believe the iGaming world will continue to develop in this direction as an exponential pace, focusing on innovative technical solutions, mechanics, features and visuals optimised for various mobile platforms, models and markets. The key is to find the balance between the quality of gaming products and their adaptation to mobile – and getting this right is where developers need to be investing their energy.

Thomas Smallwood:

Smartphones will continue to develop but I would place more focus on the changing user demands. New game types, more regional content as well as promotion and gamification features are already driving us to change the titles we design and develop.

We will soon launch new in-game promotional tools for operators as well as new style of games, including bespoke games.

Madis Raus: 

I believe that the introduction of 5G will bring a ton of opportunity to the table, as the introduction of 5G will bring forward a range of improvements to speed and accessibility. This may also give developers a bit more freedom when they think about creating games for mobile phones.

With smartphones being so advanced these days, the size of the game doesn’t matter as much as it once did, the quality is now the utmost important factor when it comes to designing new mobile-games. This is the same with live content, with the technological improvements, it’s now easier to provide good quality streams, so now developers need to focus on other elements that will make their game stand out from the competition.

 

 

Interviews

Exclusive Q&A w/ Nick McDonald, Account Director at Fujitsu

Published

on

Exclusive Q&A w/ Nick McDonald, Account Director at Fujitsu
Reading Time: 3 minutes

 

Can you introduce yourself and tell us about your role at Fujitsu?

My name is Nick McDonald, and I am an account director at Fujitsu focused on iGaming.

 

Can you tell us about Fujitsu and its background in iGaming?

Fujitsu has been working with customers globally in the iGaming industry for around 7 years. In that time, we have continued to grow and evolve our offerings in this space and can now provide and deliver iGaming technology solutions alongside our partners in over 100 territories. Our latest campaign is also being supported by Intel, one of the leading tech companies in the world, with their experience helping us to take our iGaming campaign to the next level.

 

Can you tell us more about the iGaming products that Fujitsu provides?

There are a number of different offerings we have in the iGaming space. Our core is manufacturing data centre technology, focusing on hybrid cloud, servers, storage, and similar technologies.

However, how we deploy and support these tailored to iGaming companies sets our products apart. One of our primary offerings is PRIMEFLEX. This tried and tested technology solution has helped customers change how they approach cloud and data storage.

One of our main goals is to assist customers on their Cloud journey.  Many customers are in an area of Cloud Chaos right now, and we can help support them and work alongside them to help them navigate this and find new solutions in helping them choose the right cloud for the right workload.

We support this journey for iGaming customers by enabling them to utilise our Uscale offering. This allows customers to have their own on-premise technology infrastructure but consume it as a service, giving them the best of both worlds.

 

Your services to iGaming companies are largely based on data. Tell us about that

The amount of Data generated in the iGaming space is huge. We at Fujitsu, alongside Intel and our ecosystem of partners, can help iGaming companies by utilising skillsets and technology platforms to get the best value from that data and ensure any data generated is kept secure and compliant.

 

In terms of compliance and regulation, how can Fujitsu help iGaming companies?

Fujitsu, alongside our ecosystem and software partners, can stand up and support varying technology stacks in all regulated territories today. They can approach markets knowing they are backed up and supported by one of the largest global IT providers in the world.

 

Fujitsu is committed to sustainability, can you tell us more about that?

As a company, we have made a significant commitment to sustainability and have implemented various initiatives to address environmental and social challenges, The company’s sustainability vision is centred around the concept of ‘Human-centric Innovation’, aiming to leverage technology to create a more sustainable and prosperous society. Our partners must share this vision, which is why we work closely with Intel on our iGaming products.

 

Who are you currently working with in the iGaming industry?

We currently work with a handful of the largest platform providers in the iGaming space, and we have predominantly been focused on these for the past few years. We are now beginning to look for more customers to help in this space following the success we have seen with our products.

 

Why should iGaming companies choose Fujitsu?

One of the biggest reasons iGaming companies choose to work with Fujitsu is our flexibility. We do not have a one-size fits all approach with our technology. Instead, we work with a range of Hybrid and Cloud software vendors to help customers on their journey.

We also have a huge ecosystem of partners we can work with regarding delivery or hosting within territory backed up by support from Fujitsu, one of the world’s largest Global IT service delivery companies. We continue to be very people-centric and understand the need to pick up the phone and speak to someone about being able to deliver different forms of technology somewhere quickly.

 

Moving forward, how will you evolve your offering?

Fujitsu, with support from Intel, will continue to invest in our Hybrid Cloud offerings and our growth in the iGaming industry.  AI will also be a big growth area for us, helping to create technology stacks and solutions for AI. We also want to ensure customers are looking at AI for the right reasons and delivering these solutions for the better.

Continue Reading

Interviews

Exclusive Q&A with Paul Sampson, CEO of Lickd

Published

on

Reading Time: 5 minutes

 

One quick thing that came to mind after conducting the interview was: this man knows the industry. So Ladies and Gentlemen, meet Paul Sampson, CEO of Lickd.

For starterrs, Lickd is a micro-licensing and music solutions company that caters to the creator economy. If that sounds obscure, jump straight to the interview, where Paul Simpson talks in simple terms about Lickd and the present and future of the online music industry.

Q. Let’s start with a brief personal profile. Tell us about your background and career?

A. I’ve been working in music licensing since 2005. I’ve worked specifically with stock music, commercial music, and more recently, exploring ways of strengthening the creator economy.

For around five years, straight out of university, I worked in television at a small production company, climbing through the ranks. Throughout this time, I encountered the difficulties of licensing music several times, and so began to take an interest in understanding the nuances and problems that needed solving.

I’d gotten to know several renowned music licensing companies, and in 2005, one of them, Extreme Music, offered me a job in New York and with that, I followed my passion and began my career jump into the music industry. Within about two and a half years in the role, they relocated me out to Los Angeles as the Head of US.

In 2010, a new role brought me back to Europe and I was a key figure in launching the European arm of another U.S. music licensing company. This time, it was not just stock music, but a focus on more commercial music, and unsigned independent acts.

After this, I knew it was time to start acting on the music opportunities that were becoming more prevalent with the boom of the creator economy, and so following that channel, Lickd was born in 2017.

Q. Now let’s move on to Lickd. What led you to found Lickd?

A. Two words led me to found Lickd: Creator Economy. As social media became more prevalent in everyday life in the late 2000’s, the opportunities for music and creators were plentiful and so Lickd was born. A few years later, as the effects on the media landscape following the pandemic have increased the creator economy twofold, we see even more opportunities to continue to seize the moment, and the market.

Lickd is the first music company to ever develop a major music solution for content creators of all kinds. We licence music from major labels and publishers, including current music that’s in the charts and make it available for licensing, legally. Our unique software protects our users on the platform that they place music on, for example, YouTube and Instagram. Platforms like YouTube have built in music recognition software that identifies popular music being used in content, and presumes that all music uses are some sort of infringement of copyright, therefore, persecuting the creator and attempting to police them out of earning revenue.

Lickd’s software is really the magic solution that the platform sits on top of to ensure that not only can creators licence the music but that they’re taken care of and we’re protecting their revenue all the way through to the end of the content journey.

Q. What is Lickd’s specialty? 

A. What sets us apart is that we are unique in our offering. We’re working with 10,000+ labels and publishers that are linked to the Lickd platform, including Universal, Warner, Sony, BMG and Kobalt. To engage labels and publishers like that and to preclear their music for any content vertical is something that was once largely thought impossible, but Lickd has made it happen and is helping to secure new revenue streams for creators globally.

Q. Could you talk about your work with key gaming powerhouses?

A. Gaming is obviously an enormous industry, bigger than music and film combined. Any content vertical with that sort of reach has a huge platform, a huge audience to work with and promote music too.

In terms of how Lickd got together with Fortnite and Epic Games; essentially music became part of their engagement strategy, and they started paying more attention to it. Senior teams were asking key questions like: ‘how can we work with artists’ and ‘what sort of artist does our audience want to hear within a game’?

With this comes complexities around licensing and demographics. Gamers who are also content creators often live stream their content or create highlights videos for YouTube. At Lickd, we already know that in-video music on YouTube is an issue and so we collaborate with Fortnite to bridge that gap so that gamers can enjoy the wonderful events that are put on for them, while also being able to then promote and share that content in the ways that they normally would.

Whether this is for ancillary income or additional income on top of a salary, if content creation is a full-time job, Lickd protects creators on those platforms, to enable a more effective creation and lifecycle process for the content they’re publishing.

Q. Could you briefly narrate the content deals you have with music companies and bands?

A. Over the past five years we’ve built a platform that is made up of popular music from 10,000 labels and publishers, including Universal, Warner, Sony BMG and Kobalt. We also work with lots of independent distributors. There’s around 1.4 million songs on Lickd, and another 6 million delivered and waiting to go live. The vast majority of them would be emerging acts and we certainly do our best to help and encourage discovery on the platform.

Q. In what ways does Lickd help creators to monetise their content?

A. I think it’s important to outline that wherever there is opportunity for the music industry online, it will require some sort of micro licensing commercial model, and some sort of proprietary tech, either to enable the licensing or to protect the end user.

That’s where Lickd is perfectly positioned. Our mission is to democratise music for the world’s creators. Our first product looked at creators as video content creators, but as the world changes and the digital landscape evolves, creators will also include builders in the metaverse and big brands on social platforms.

Q. How do you see the possibility of an AI text-to-background-music generator?

A. There’s various ways that AI will impact music. It’s something we’re following closely and it would be foolish for anyone to suggest that any part of the music industry isn’t already seeing some element of business being affected directly by AI. So far we’ve seen AI generated songs, well known songs of one artist being sung in the AI voice of another, and the fact that chords and melodies can be created by simply inputting into an AI, and we’re always expecting more.

The uptake of AI in music creation won’t be instant, but at some point, creators will become of faith with smart tools that allow them to generate music through these new means for use in videos. Although, once created, that music will still need to be licensed, and there will be commercial models that give users access to the tools and/or licensing opportunities for the music created by said tool.

In the metaverse, there will be music collaboration spaces and music  production event areas or venues. Generative AI is useful for creating ‘music stems’, and building a sort of catalogue of music elements that can then be used by people collaboratively to start making an entire song – something that was not happening in the past.

An AI can continuously keep churning out new beats and new melodies and new riffs and new instrumental sounds, and people will get together to create music on the fly, and that will require AI generative tools at some scale. I think you’ll see things like musical skins, where Avatars might want their own soundtrack or music identifier. How do I know someone entered the room? Well, I just heard their music handle to signify they’re here. Like boxers have ring walks, there’ll be a version of that somewhere in the metaverse.

We know that there are music metaverses and venues, and metaverse platforms based around music creation already, and there are others on the way. A good example of this is Pixelynx, Deadmau5’s music based metaverse platform. He founded the platform, one that was completely based around the music, but then was acquired by Animoca Brands, a brand with a broad portfolio of web3, blockchain and traditional games, which is a huge web3 holding company, so from launch to exit, Deadmau5 did very well out of the partnership.

Continue Reading

Interviews

Artificial Intelligence and online poker: will technologies change the future of the game?

Published

on

Artificial Intelligence and online poker: will technologies change the future of the game?
Reading Time: 4 minutes

 

Today we sat down to talk with Igor Terebinov, Deputy CEO of PokerMatch International, about whether artificial intelligence could kill the future of online poker

 

AI can launch a new era of poker

The world’s coding geniuses have always considered poker to be the most complex game. Whereas, for example, all pieces are clearly visible on a chessboard, and the strategy itself is calculated for many moves ahead, in poker, the cards of all opponents are closed, so the winning options were selected based on incomplete data. Nevertheless, the machine with a specially launched program managed to master the methodology of using the well-known bluff. Before that, it was believed that machine intelligence was incapable of deliberate provocation and that only a human could bluff in poker.

Speaking about the beginning of a new era of poker, we can say that we are all already in it. Poker is a game that never stands still and is constantly evolving, and we can already see how much it has changed since its creation or over the past few years. However, it’s too early to say that AI will replace human speaking skills. It can be argued that artificial intelligence can make a significant contribution to the development of poker and change its dynamics, but it is a mistake to believe that it will start a new poker era. The game of poker is a challenging task for AI as it requires decision-making based on uncertainty and incomplete information. Thus, AI can help players make more informed decisions and improve their game strategy, but it cannot completely replace a player.

It is expected that the development of artificial intelligence will have an impact on poker as the technology improves over time. Currently, artificial intelligence is not flexible enough in terms of strategies and is very expensive to use. Therefore, it is not yet used in real online games.

 

How artificial intelligence is used in poker

I have to admit that artificial intelligence can be a useful tool for poker players, helping them to make more informed decisions and improve their game strategy. However, it is important to understand that the use of AI in poker does not guarantee victory at all, as the game of poker depends primarily on random factors and the intellectual and psychological skills of players.

AI in poker can perform the following functions:

  • Game strategy development: AI can be used to develop optimal poker strategies that can help players make more informed decisions during the game.
  • Data analysis: artificial intelligence can analyze large amounts of data that can help determine optimal strategies and predict game outcomes.
  • Probability analysis: AI is able to analyze the probability of a particular combination of cards appearing on the table.
  • Predicting opponents’ actions: analyzing the behavior of opponents and predicting their actions during the game.
  • Determining the opponent’s level: analyzing the opponent’s gaming style and determining their level. This can help players adapt to the opponent’s playing style.

 

Ethical and legal implications of using AI in poker

First of all, it should be remembered that the use of artificial intelligence in online poker is illegal in many countries and can lead to serious legal consequences. As I have already mentioned, the game of poker is based largely on human skills, such as reading facial expressions, making strategic decisions, and understanding the game and behavioral characteristics of other players. Using AI to influence the outcome of the game contradicts the ethical principles of the game and may harm the experience of other players. If you personally want to improve your poker skills, artificial intelligence will not help you in this, but will only harm you. After all, over time, you may lose your intuitive abilities and skills of behavioral characteristics of your opponents.

Moreover, the use of AI can lead to a threat to player privacy, as some of them can access poker players’ personal data and use it for their own purposes.

 

Can AI “kill” the future of online poker?

I would say no, it is almost impossible. Yes, artificial intelligence can harm gaming in its classic sense – users will play for money, not pleasure, using AI algorithms and tactics. Players may stop improving their skills by trusting artificial intelligence. Some argue that AI may kill the original spirit of the poker game, as the winner may no longer be the one who can read opponents and calculate everything in advance, but the one who can memorize the most patterns and apply them in the game.

That is, AI can harm online poker, but it does not mean that it will completely replace human intelligence in this game. After all, poker is a game that requires not only computational abilities but also intuition, experience, and the ability to read other players.

In general, the prospects for the development of artificial intelligence in the field of gambling can be useful if they are used to create fairer and safer conditions for the game.

 

The future of the poker industry in general

The poker sector has long been one of the most popular and profitable gambling industries. In recent years, the online poker market has expanded significantly thanks to innovative technologies that continue to be constantly introduced into the game. Therefore, all indicators and favorable development conditions point to an increasing demand for online poker among users.

Gamification will become a separate development vector. Gambling will increasingly move towards gamification, become faster and more interesting. We can already see trends when users choose a platform to play not because it has the best conditions, but because it has some unique feature, you can boost your level, character, get achievements, etc. To some extent, our niche competes with games, video hosting, and other entertainment platforms where users come to get their own kind of dopamine.

Let’s not forget about artificial intelligence. In the future, AI will definitely be used to create interesting and dynamic gaming situations that will adapt to the player’s level and style of play. Also, AI can be used to create more realistic virtual opponents using VR technologies that will take into account all possible game development options.

The use of blockchain technologies in poker will also grow rapidly. Blockchain will be used to store and exchange information between players, such as game history and results. This will help to increase the transparency of the game and reduce the possibility of disputes.

Continue Reading
Advertisement

GambleDex

Trending

Get it on Google Play

European Gaming Media and Events is a leading media and boutique event organizer in the European Union with a monthly reach of +110,000 readers. The official company (PROSHIRT SRL), has been listed for 4 years in a row among the top 3 Advertising and market research agencies in the local Top Business Romania Microcompanies based on the Financial Reports.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2022 European Gaming Media and Events. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania

We are constantly showing banners about important news regarding events and product launches. Please turn AdBlock off in order to see these areas.