Industry News
Veikkaus to end table gaming activities in restaurants and to cut 400 jobs amid digital push
Veikkaus is planning to end table gaming activities in restaurants. In addition, the company is planning to reorganize the support functions of restaurant game tables, as well as the retailer and chain cooperation.
In connection with these changes, Veikkaus will initiate cooperation negotiations that cover 1 300 persons. The estimated personnel cut is about 400 persons, most of whom are part-time employees. The reorganization aims at a reform of the company’s cost structure and more efficient operations.
– We want to ensure Veikkaus’ future in the middle of the ever-accelerating digital competition. Players are increasingly switching over towards the digital channels and, as a result of the structural changes in retail trade, our point-of-sale network has experienced a drastic decrease over the past few years. This is why we are planning to introduce significant changes to our own points of sale, as well as to end the restaurant table gaming activities. In addition, we are planning to make the organization of the retailer functions more efficient, says Veikkaus’ President and CEO Olli Sarekoski.
Around a half of the employees touched by the cooperation negotiations are working in the capital region, and the rest of them elsewhere in Finland. The planned changes will not affect Veikkaus’ retailers’ point-of-sale network.
- Veikkaus has ca. 2 000 employees.
- Veikkaus has a total of 187 restaurant game tables in 162 restaurants.
- Veikkaus has ca. 6 500 retailer points of sale. As a result of the restructuring of the retail trade, the number of the points of sale in the network has decreased by about a thousand since 2012. The decrease has been consistent for the past ten years.
- Veikkaus.fi offers about 200 different online casino games digitally, including all the table games.
- Gaming is moving towards the digital channels. Of Veikkaus’ turnover, ca. 42 percent come from the digital channels. Veikkaus.fi online service has ca. 600 000 customers every week.
About Veikkaus:
Veikkaus is a company owned entirely by the Finnish State and one of the ten biggest companies in the country in terms of turnover and profit. The company’s turnover amounted to EUR 3 231 million in 2017, of which ca. 42 percent came from the digital channels. Veikkaus’ games can be played in its online casino, at thousands of points of sale all over Finland, in numerous game arcades and Casino Helsinki. Veikkaus.fi is one of Finland’s largest consumer online stores with up to 700 000 weekly players. Veikkaus has more than two million registered loyal customers, which is ca. 45 percent of adult Finns. The entire profit from Veikkaus games, ca. EUR 1.2 billion a year, is used for the benefit of people living in Finland. Veikkaus has thousands of beneficiaries all over Finland and employs ca. 2 000 professionals of the gambling and digital industries.
Industry News
FDJ Announces its First Bond Issue
La Française des Jeux (FDJ), one of Europe’s leading betting and gaming operators, will meet investors over the next days with a view to launching its first bond issue, subject to market conditions.
FDJ recall that, on 7 November, Moody’s assigned the Group a long-term credit rating of Baa1 – stable outlook.
With a total value of €1.5 billion, in 3 tranches with maturity of 6, 9 and 12 years, the bond issue would be used to refinance most of the €2 billion bridging loan, drawn on 7 October to finance the acquisition of Kindred shares for nearly €2.5 billion. The bonds will be listed on the Euronext regulated market in Paris.
Furthermore, FDJ is finalising a €400 million syndicated loan with top-tier French and international banks, which will be repaid over 5 years. This financing is also intended to repay the bridging loan which will be settled with Group’s cash.
Balkans
CT Interactive Shortlisted in Two Categories at BEGE Awards 2024
CT Interactive has announced that it was shortlisted in two categories for the upcoming prestigious BEGE Awards 2024. The company has been recognised for its exceptional contributions to the online gaming industry by being among the finalists for Online Game of the Year for the innovative and engaging game Doctor Winstein Buy Bonus and Online Provider of the Year.
The BEGE Awards, which celebrate excellence and innovation in the gaming and entertainment industry, will be held on November 27, 2024, at the Club Black & White in the Grand Hotel Millennium, Sofia.
This year’s nominations reflect CT Interactive’s dedication to creating top-tier gaming experiences and its continuous efforts to push boundaries in the online gaming world.
“Being recognised in these two categories is a testament to the hard work and creativity of our entire team. We are thrilled to be among the industry’s finest at the BEGE Awards once again,” said Monika Zlateva, CCO at CT Interactive.
Industry News
Maximising Your Cross-Market Appeal
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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