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Study: Betting & gambling sector surpasses UK and US national averages with 28% women on boards

Niji Narayan

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Study: Betting & gambling sector surpasses UK and US national averages with 28% women on boards
Photo Source: playshangrila.com
Reading Time: 2 minutes

 

A new study, commissioned by the All-In Diversity Project, an industry-led not-for-profit initiative seeking to benchmark diversity, equality and inclusion across the global betting and gaming industry, has found that the boards of gambling companies comprise more women than the corresponding national averages in the USA and UK. The data obtained from 25 companies suggest that there is a near 50:50 split overall with 46.5 per cent of the total 117,000+ employees identified as women. It has also been found that 18 per cent of jobs in “risk”—jobs considered to be completely male-dominated—are held by women.

Kelly Kehn, Co-Founder of All-In Diversity Project, said: “This is the first initiative on this topic where the sector has collaborated on a global scale, and we are very pleased with the end result. Those who have signed up believe in the need for collaboration and transparency in order to build a more diverse and inclusive workforce for the future.”

“Whilst diversity surveys per se are not new, this to, the best of our knowledge, is the very first initiative which seeks to measure all forms of diversity across a whole sector on a global basis. We know there will be challenges along the way, but by choosing to collaborate and share best practice we hope to drive long-term impactful change in our sector, and in doing so perhaps provide a blueprint for others,” added Co-Founder Christina Thakor-Rankin.

 

About All-In Diversity Project:
The All-in Diversity Project is the industry’s global resource for data pertaining to diversity and inclusion. We collect data through employee surveys and the All-Index — a standard index which is set to be the definitive benchmarking tool for the gambling industry to measure progress towards inclusion in the workplace. Our vision is to shift the paradigm for inclusion through transparency, measurability and actionable tactics. More information can be found at allindiversityproject.com or by emailing info@allindiversityproject.com.

 

Niji Narayan has been in the writing industry for well over a decade or so. He prides himself as one of the few survivors left in the world who have actually mastered the impossible art of copy editing. Niji graduated in Physics and obtained his Master’s degree in Communication and Journalism. He has always interested in sports writing and travel writing. He has written for numerous websites and his in-depth analytical articles top sports magazines like Cricket Today and Sports Today. He reports gaming industry headlines from all around the globe.

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Gluck Games break a Guinness World Record at iGB Live

George Miller

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Gluck Games break a Guinness World Record at iGB Live
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This iGBLive in Amsterdam made history by breaking a Guinness World Record: the largest number of people scratching scratchcards! Previously the record was held by the lottery in the Philippines, but Gluck and the people at iGBLive scratched that out with 386 people taking part in the final record attempt.

Stewards ushered in the people, before the doors were closed and the official Guinness World Record adjudicator called for the scratching to begin! The sound of nearly 400 people beginning to scratch off to find out if they had won, filled the massive hall. Those without keys, coins or scratching implements resorted to their nails. One participant took off an engagement ring and used the diamond to get scratching – while a man with nails cut too short, made a worrying attempt on the card with his teeth!

Winner Winner!

No matter what they used, people were anxious to find out – were they one of the lucky winner? There were ten top 450€ prizes – making some very happy people at the conference – including two support staff from the venue itself for whom this was the best show they’ve ever worked at! Others expressed amazement at having won – convinced the winning cards must be a promotion, rather than an actual cash sum! One winner said how she had never won anything before, ‘not even a raffle!’

10 winners from 386 participants translates to a 1 in 38 win rate – while the chance of winning just £140 in the National Lottery is 1 in 2,180 – making it clear that the Guinness World Record was about more than just the glory for some lucky people.

Scratch the Record!

There was a nerve-racking rate as each steward confirmed the tally of participants. Overseen by an official Guinness World Record judge and gaming legend, Michael Caselli, the win was announced to excited cheers from the anxious organisers at Gluck Games.

The guys and gals at Gluck Games wish anyone else attempting a record well: “there can never be too much fun in the world,” says Chief Commercial Officer and Founder, Helen Walton. “We love playing scratch cards ourselves and we’ve always wanted the honour of a World Record. Now we can truly say this was a world-record breaking event and an occasion we will never forget!”

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Family/Indoor Entertainment Centres Market Growth Driven by Availability of Diversified Gaming and Entertainment Options

George Miller

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Family/Indoor Entertainment Centres Market Growth Driven by Availability of Diversified Gaming and Entertainment Options
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Family/Indoor Entertainment Centers Market: Dynamics & Forecast

 

The family/indoor entertainment centers are designed to engage each and every member of the family at very low prices. Family/indoor entertainment centers provide a variety of entertainment to individuals of all ages. Family/indoor entertainment centers follow strategies such as loyalty programs, the offering of gift cards, bonuses, and incentives that expire after a particular period. This helps boost the number of visitors to a particular family/indoor entertainment center.

The family/indoor entertainment centers market is estimated to grow at a CAGR of 13.5% during the forecast period. The family/indoor entertainment centers market was valued at US$ 22,783.9 Mn in 2018, and is expected to grow significantly to reach US$ 80,641.5 Mn by 2028 due to the diversified gaming and entertainment options available in the family/indoor entertainment centers market.

Family/Indoor Entertainment Centers Market: Segmentation

In this report, PMR has segmented the global family/indoor entertainment centers market by type, by facility size, and by region. By type, the family/indoor entertainment centers market is segmented into arcade studios, VR gaming zones, indoor go-kart tracks, sports arcades, and trampoline and indoor adventure parks. The arcade studios subsegment of the global family/indoor entertainment centers market is expected to register a 30.3% market share at the end of 2018. Moreover, the VR gaming zones subsegment is estimated to register a CAGR of 14.9% in the family/indoor entertainment centers market over the projected period. In addition, the arcade studios subsegment is expected to create an opportunity of US $ 17,300.4 Mn in the family/indoor entertainment centers market from 2018 to 2028.

By facility size, the global family/indoor entertainment centers market is subsegmented into <5,000 Sq. Feet, 5,001 to 10,000 Sq. Feet, 10,001 to 20,000 Sq. Feet, 20,001 to 40,000 Sq. Feet and > 40,000 Sq. Feet. The > 40,000 Sq. Feet subsegment is estimated to grow at a CAGR of 15% during the forecast period and the 20,001 to 40,000 Sq. Feet subsegment is projected to create an opportunity of US $ 17,179.2 Mn between 2018 and 2028 in the family/indoor entertainment centers market.

Family/Indoor Entertainment Centers Market: Regional Analysis

The report also offers insights as well as analysis regarding the growth opportunities in the family/indoor entertainment centers market across all the regions worldwide, which include North America (Canada & U.S.), Latin America (Mexico, Brazil, & the rest of Latin America), Europe (France, Germany, Spain, Italy, U.K., Russia, & the rest of Europe),  East Asia (China, Japan, and South Korea), South Asia (India, Thailand, Malaysia, Indonesia, Philippines, and the Rest of South Asia) and MEA (South Africa, GCC Countries, Israel, & the rest of MEA). The family/indoor entertainment centers market in East Asia is expected to increase at a CAGR of 14.3% over the projected period. Increasing disposable income and increasing middle-class population are among the factors boosting the family/indoor entertainment centers market in this region.

Family/Indoor Entertainment Centers Market: Competitive Landscape

As per PMR analysis, strategic developments, such as product innovations, the addition of new attractions, as well as others, are estimated to contribute to revenue generation in the family/indoor entertainment centers market. Some of the key players in the global family/indoor entertainment centers market report are Dave & Buster’s, Smaash Entertainment, Time Zone Entertainment, CEC Entertainment, Scene 75 Entertainment Centers, Bowlmor AMF, Main Event Entertainment, Legoland Discovery Center, Lucky Strike, Amoeba Services, Kidzania, Funcity, Nickelodeon Universe, Bandai Namco Entertainment, Tenpin, Toy Town, and Walt Disney. Among these, Main Event Entertainment is focusing on improving its market share by introducing new games and attractions in the family/indoor entertainment centers market. Dave and Buster’s is one of the strong players in the family/indoor entertainment centers market owing to its strong presence in the North America region.

These insights are based on a report on Family/Indoor Entertainment Centers Market by Persistence Market Research

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bwin Selects Fresh8 Gaming to Support Advertising across Germany and Austria

Niji Narayan

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bwin Selects Fresh8 Gaming to Support Advertising across Germany and Austria
Reading Time: 1 minute

 

German sports betting company bwin has selected with Fresh8 Gaming to support their advertising across Germany and Austria.

bwin will use Fresh8 across their marketing channels including programmatic, display and social. The deal will see bwin adverts pushed automatically across tier 1 publishers including Bild and other big German sports news sites.

Fresh8 creates optimised marketing assets automatically from an operator’s event and CRM data. This optimises bwin’s marketing spend through real-time creative decisions and minimises the time and overhead of producing, and distributing, digital marketing assets by hand.

“We are thrilled to enter the German and Austrian market with the region’s market leader. Such an iconic brand backing our product and technology is a big win for us. They really understand how automation in marketing departments can be the next big driver of revenues for their business,” Andrew Sharland, CEO at Fresh8 Gaming said.

“bwin differentiates itself from the competition in its marketing through its deep customer understanding. We analyze target group behavior and generate as many touchpoints as possible across channels (digital, TV, out-of-home, print, sponsoring, social) on the fans’ way to match day. Thanks to the partnership with Fresh8 we are able to bring this difference home in real time and personalized for our customers. It also enables us to do this automatically and on a large scale across all our advertising channels,” a spokesperson of bwin said.

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