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Game pioneers establish studios in Boden

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Etablering av spelföretag på Boden Business Park. Mattias Bergqvist, Thomas Lindgren och Peter Zetterberg.
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This week, Boden Business Park is excited to announce that gaming veterans Peter Zetterberg and Thomas Lindgren are opening a new studio, Wanderword, in Boden, Sweden that will develop interactive audiobooks for mobile devices and smart speakers.

In 1993, Zetterberg founded one of Sweden’s first gaming companies, Unique Development Studios (UDS), best known for their racing title, Ignition. In 2007, Zetterberg began work on Microsoft’s Xbox team and has been there ever since eventually working his way up to Director of Operations & Integrations. Thomas Lindgren brings over 20 years of experience working within the Swedish video game industry to the table and currently serves as the chairman for Fatshark, publisher and developer of the successful video game series, Warhammer: Vermintide, as well as for Glorious Games Group and Wanderword.

Born out of passion for video games and storytelling, in 2012, Zetterberg began working on Wanderword whenever he found free time. Wanderword is a patented mobile platform for interactive audiobooks. A Wanderword story can be played on any mobile device or in-home voice enabled device, such as an Amazon Echo or Google Home. Utilizing speech synthesis, advanced speech recognition, rich sound effects, and branching narratives, Wanderword empowers writers to sell or share their stories with active listeners around the world. This excitingly innovative medium reflects Boden’s vision to become a new hub for the digital entertainment and video gaming industry.

“Wanderword fuses the concept of audio books with the immersion of video games. The studio in Boden will spearhead our efforts in this new business. The team will work closely with international and published authors, design engineers and music composers to create immersive interactive audiobooks,” says Zetterberg.

In addition to Wanderword, the Seattle-based game company, House of How, founded and led by former Microsoft engineer, Russ McMackin, will also establish itself in Boden. House of How has been a partner of Microsoft’s Minecraft Marketplace for quite some time. Among many other products and services, McMackin had a hand in the development of Microsoft’s HoloLens. A total of 15 interns are expected to join the two studios in January next year with plans to expand in the near future.

“I grew up in a small town before there was an established game developer industry in Sweden. I know how much talent there truly is outside our larger cities, be it in music, games, art and film. I want to make sure Team Wanderword taps into that pool of passionate talent and help young and aspiring game developers grow and eventually, build their own companies. Giving back to my country is the least I can do at this stage of my career” says Zetterberg, who has been working for Microsoft since 2007 as Director of Studios Operations.

“These establishments are the proof that we are working in the right direction” says Erik Svensson, CEO of Boden Business Agency.

Boden municipality’s tech trip began in 2011 with a major effort focused on the electricity intensive industry. This was followed in 2015 by the construction of Studio Nord. In the following year, a decision had been made to turn Boden into the next big city for the gaming industry. In the fall of 2017, classes in game design and development were being offered at Boden Business Park, in hopes of turning the business park. into a talent factory where young stars can grow, and companies within the gaming industry can develop and expand.

“We notice that the interest increases to establish game studios in Boden and Northern Sweden and that there is a curiosity in the market about what we are creating here,” says Mattias Bergqvist, business developer game industry at Boden Business Agency.

Thomas Lindgren, a veteran in the gaming industry, is also involved in the game initiative that is taking place in Boden. He has also played a huge part in attracting Zetterberg and McMackin.

“To be able to establish a local industry, it must be possible to arrange internships on site and to get support in starting companies, but also to attract experienced game developers to the area. With this establishment, the opportunity is given to all three, says Thomas Lindgren.

“Thomas and Peter are some of the most senior Swedes that we have in the gaming industry and their names together give enormous credibility to what we are building up here,” Mattias Bergqvist concludes.

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Maximising Your Cross-Market Appeal

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Maximising Your Cross-Market Appeal
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With Bitblox introducing an entirely new breed of crypto-based price prediction games to the iGaming industry, we talked to CEO, Brandt Page, to discover how combining elements of both chance and skill with lightning-fast betting rounds has helped improve their cross-market appeal.

 

When Bitblox was first established, our core concept was relatively simple; we didn’t just want to provide players with a new twist on an existing format like slots or casino games, but instead sought to create an entirely new vertical that combined elements of chance and elements of skill.

One of the main drivers behind this decision was the fact that we wanted our releases to appeal to as broad an audience as possible – and I think from the figures we’ve seen so far, we’ve already had some notable success on that front in terms of the players that are engaging with our games.

Funnily enough, I was recently talking to the Head of Marketing from one of the operators that we work with and they told me they were struggling to place our games optimally. Initially, they’d put them in with crash and instant win content, but they soon discovered a lot of their in-game traffic was coming from sports bettors. A move to the sports betting tab followed, but the exact same-thing happened with casino players, leading to the games eventually winding up on the front page.

As this was going on, our games were continuing to post solid numbers with the customers who bet on both sports and casino – and all of this engagement was coming without there being any additional promotion from us or the operator. So why was it that our games were performing so well across these different player segments? I believe there are a number of contributing factors.

First and foremost, having this hybrid model of games of chance and games of skill that I’ve already mentioned has placed us in a fairly unique position within the iGaming industry. On the one hand, the simple premise of our Bitcoin-based titles – coupled with their attractive designs and intuitive UI – makes them highly accessible to casino players who are just looking to have fun.

On the other, the fact that Bitblox games aren’t based on RNG and are instead pinned to the real-time movements of the Bitcoin market certainly resonates with a sports betting audience. As they have the ability to follow the charts and use this information to inform their decisions, they definitely feel they have more control over the outcome than if they were playing a traditional slot.

Another key aspect of our cross-market appeal is the fast-paced nature of all Bitblox releases. With casino players being accustomed to the quick wins and instant gratification of slots and crash games and sports bettors also showing a growing preference for in-play wagering, we’ve ensured each game round is resolved quickly and that there are multiple opportunities for betting.

When we first launched Up or Down?, which features one-minute betting rounds, we soon learned that even this timeframe is too long for some players. This resulted in us developing Up or Down? Turbo – a game which kept the same mechanics as its predecessor but reduced the betting window to 20 seconds – and this has gone on to become one of our most successful titles.

Keeping all this in mind, one of the things I’m most excited about is the upcoming release of our latest game, 3 in a Row, as I think this is a title that really ties everything I’ve talked about so far together. Designed to look like a slot machine, 3 in a Row challenges players to correctly predict how the Bitcoin price will move over three separate 20-second windows for even bigger payouts.

Intended to appeal to casual users and serious sports bettors alike, players can elect to either spin the reels for fun and select a random price sequence or use the bet builder feature to put together their own custom prediction. With the latter essentially functioning like an accumulator bet, players can select up to three possible combinations – i.e. Up/Up/Up, Up/Up/Down etc – and only one result needs to land for them to win, ensuring they stay engaged until the final seconds.

I believe that 3 in a Row can help build on the strong foundations we’ve laid down with casino and sports bettors and provide operators with another popular option that offers significant cross-market appeal. Based on what we’ve seen from previous Bitblox releases, the audience for titles that combine elements of chance and elements of skill is definitely out there – and I’m looking forward to our unique brand of crypto-based games being enjoyed by even more players in future.

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Industry News

Gaming Corps to launch with lotteries in the USA via EQL games deal

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In-demand content provider extends reach into largest iGaming market in the world with its full suite of games made available via iLottery aggregation platform

Gaming Corps, a publicly-listed game studio based in Sweden renowned for creating industry-leading games, has made its debut in the US market through a breakthrough agreement with leading lottery provider, EQL Games.

The distribution agreement will see Gaming Corps’ full suite of games made available to EQL Games’ powerful iLottery Aggregation Platform, developed to provide lottery operators across America with direct access to a portfolio of proprietary and third-party games.

Following the integration, EQL Games’ lottery operator partners will be offered proven Slots, Table Games, Multiplier Games, Mine Games and Plinko Games, as well as titles under Gaming Corps’ innovative and trademarked Smash4Cash™ series.

The deal and integration come at a time of growing demand among online lottery operators in the US for non-traditional content, a format that Gaming Corps has excelled in, especially with its Smash4Cash™ games, which have been a hit with players in global markets.

EQL’s aggregation platform has been developed to allow online lottery operators to quickly and easily access content from multiple game studios simultaneously through one integration and one commercial agreement.

Its iLottery Aggregation platform simplifies the process of adding new games to an online lottery brand across regulated states. In addition to the third-party content provided via its aggregator platform, EQL Games has a portfolio of in-house titles.

This includes games produced under licence with Team USA which were rolled out by several state lotteries for the Olympic and Paralympic Games in Paris this year, with new titles being planned ahead of the Winter Games in Milan (2026) and the Olympic and Paralympic Games in Los Angeles (2028).

Juha KauppinenCEO of Gaming Corps, said: “The USA has always been somewhat of the holy grail for game developers like us, which has been further emphasised as markets in several states have become regulated. The potential in the American market is enormous, and the impact for us is a bit difficult to assess, but we have great hopes for the collaboration with EQL Games, which has an impressive platform towards U.S. lotteries.

“We believe it will have a significantly positive impact on our revenues. I would like to personally take the opportunity to thank EQL Games and Brad Cummings for the collaboration, and we are now working hard to complete the integration so that all our games will be offered to EQL’s customers via their platform.”

Brad CummingsCEO of EQL Games, added: “Including Gaming Corps as a supplier to the EQL Games iLottery Aggregator is an exciting step forward in our mission to offer unique, high-quality content to state lotteries. Gaming Corps’ expertise in iGaming, along with their unique game portfolio, fits perfectly with our vision of enhancing the lottery experience through dynamic and engaging content.”

 

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Industry News

Public Voting Starts for Ortak x B.F.T.H. Arena Awards 3.0

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The highly anticipated Ortak x B.F.T.H. Arena Awards 3.0 has officially entered the public voting phase as submissions are closed.

More than 70 game providers have turned in over 160 submissions, including Tom Horn Gaming, Pragmatic Play and RubyPlay. Public voting involves enthusiasts casting their votes to pick the winner of the Game of Public Choice category.

The Public voting phase ends on December 1st 23:59 GMT+4.

Concurrent to public voting, the first phase of private voting also starts during which all participants who have submitted entries get the chance to vote for one favourite in each category. An international auditing company oversees this phase to eliminate duplicate votes and self-votes. This phase ends on November 19, 23:59 GMT+4.

The second phase of private voting will also take place with a jury of industry experts making their decisions based on the shortlist picked by participants during the first phase.

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