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Winners of the historical gala of Polish Gaming Aces 2019 were chosen

George Miller

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Winners of the historical gala of Polish Gaming Aces 2019 were chosen
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For the first time in history after the amendment to the gambling act in Poland, awards were granted to companies in the entertainment industry. The Polish Gaming Aces Gala, which was created on the initiative of the largest Polish entertainment website – Interplay, was held on February 20th at City Hall Production in Warsaw.

The jury awarded seven main prizes and two special prizes. “Totalizator Sportowy” won the most awards, winning in three categories – Company of the Year, Special Grand Prix Award for activities on the e-commerce market, as well as President of the Year.

On April 1, 2017, an amendment to the gambling act entered into force in Poland. The legal provision applies, among others to bookmakers, poker, slot machines and casinos. Pursuant to the Act on games and mutual wagering, the state-owned company Totalizator Sportowy has become a monopolist in the field of number games, cash lotteries, arcades (excluded land-based casinos) and online casinos. According to the regulations, betting in Poland is only legal with entities that have a permit from the Ministry of Finance. Under Polish law, all gambling games are subject to a tax on games – 15% cash lotteries, 12% betting, 20% games, 50% poker. In the case of winnings above PLN 2,280, they are also taxed with 10% personal income tax.

The first main Polish Gaming Aces award in the Provider of the Year category went to IGT. In 2019, the company comprehensively served Totalizator Sportowy in the provision of lottery software. In addition, IGT was distinguished by the fact that company was promoting Diversity & Inclusion with an emphasis on equalizing professional opportunities for women and men in the IT industry.

BETFAN turned out to be the best debutant in 2019. The bookmaker hit the Polish market by storm and built a good base in less than a year to compete on the market with other companies. BETFAN’s success proved to be a tax-free promotion and marketing campaign with Mariusz Pudzianowski, who helped build the brand’s credibility.

The main prize in the Product of the Year category was awarded to the Promatic Group for creating the game Husaria. Designers of the slot from PromaticGroup tried to reflect the most important attributes of Polish cavalry. Gamers were certainly captivated by the animation of Hussar speeding into battle, who took players into the middle of the battle.

OlgierdCieslik became the President of the Year, who successfully led Totalizator Sportowy through the difficult process of technological revolution, which consisted in increasing the e-commerce sector in the operations of the state-owned company. The state-owned company has achieved significant development in every range of products – both online and from the retail network.

In the Marketing Campaign of the Year category, the award was granted to BETFAN together with its ambassador Mariusz Pudzianowski. The best debutant of the previous year needed credibility and Mariusz Pudzianowski assured one. The former strongman and current MMA fighter appeared on the brand’s advertising materials, in social media, but also on the BETFANs’ home page. The slogans promoting the campaign with Pudzianowski were attractive, mentions of cooperation appeared all over the Internet – also on websites that do not deal with gambling or sport on a daily basis.

STS became the winner of Polish Gaming Aces in the Bookmaker of the Year category. The company managed by Mateusz Juroszek maintained its position, and with innovative ideas and creative marketing efforts increased the competitive advantage in many fields. For STS in 2019 there were two breakthrough moments – the introduction of BETGAMES and rebranding with a completely new graphic design of the home page in the desktop, mobile, but also the renewed mobile application. STS has also been operating on foreign markets since last year.

In the last and also the most prestigious category of the Company of the Year, Totalizator Sportowy once again triumphed. Business, which until now was largely associated with activities in retail, in less than two years had to undergo a huge transformation and now Totalizator Sportowy can be considered as a technology company. From the tax on games developed only by the brands of a state-owned company, over 232 milion euro will go to the state budget. Novomatic, IGT and STS were also nominated in the Company of the Year category.

The first special award for contribution in development of the entertainment industry went to Iwo Bulski. Totalizator Sportowy won the Polish Gaming Aces Grand Prix for activities on the e-commerce market.

– I am glad that for the first time in Poland we had the opportunity to organize a Gala with awards for the entertainment industry in Poland. After the event, we received many favorable reviews, which means that we are heading in the right direction as an industry – said the editor-in-chief of Interplay, Maciej Akimow

Central Europe

STS Completes Acquisition of Betsys

Niji Narayan

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STS Completes Acquisition of Betsys
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Polish bookmaking giant STS has completed the acquisition of Czech betting software provider Betsys.

Under the agreement, the terms of which were not disclosed, STS will take full ownership of Betsys, a software business in which it was already the majority shareholder. It acquired a 50% stake in the supplier’s parent company Greep in April 2017.

Betsys is STS’s main provider of software for both online and retail channels, and also counts the likes of Czech gaming conglomerate Sazka among its clients.

STS did not state what impact the acquisition would have on its financial results, but did reveal that Betsys generates “revenues of several million Euros per year.”

“This is a significant investment which secures our further development. The proprietary bookmaking system, and the possibility for its in-house development, constitutes a key advantage in our industry. We have already been generating more than 85% of our revenues via online channels, so further growth in IT solutions is of strategic value to us,” Mateusz Juroszek, chief executive of STS, said.

“The integration of Betsys and STS is not only a confirmation of the high quality of our services but above all, it allows us to expand our competence in the sector of IT solutions for the bookmaking industry, which is growing dynamically,” Jiri Najman, chief executive of Betsys, said.

“Betsys, as part of the STS Group, is guaranteed stable growth and the possibility of creating and developing significant competitive advantages for the bookmaker in terms of technology,” Jiri Najman added.

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Central Europe

Enormous potential for serious games: sales revenue expected to grow by 19 per cent annually in Germany

George Miller

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Enormous potential for serious games: sales revenue expected to grow by 19 per cent annually in Germany
Reading Time: 2 minutes

 

German serious games market likely to grow to 370 million US dollars by 2023
‘Considering the current turmoil in many industries, more companies should move with the times and use serious games as part of their employee training’

The German market for serious games is expected to grow significantly in the coming years: sales revenue in Germany is likely to increase by an average of 19 per cent annually, and market volume is projected to grow accordingly, to 370 million US dollars by 2023. This information was announced today by game – the German Games Industry Association. These figures are based on a projection from auditing and consulting firm PricewaterhouseCoopers. And the global trend looks similar: worldwide sales revenue from serious games is projected to grow by 19 per cent, creating a market worth approximately 9.2 billion US dollars by 2023.

‘This data on the German market for serious games – which has never been presented in this form before – demonstrates that serious games boast enormous potential in many areas, such as education and health care, and they also offer very strong economic prospects,’ says Felix Falk, Managing Director of game. ‘Whether learners are school pupils or career professionals, serious games increase learners’ motivation over the long term and make complex concepts easier to understand. They present a major opportunity for our knowledge-based society, and considering all their positive aspects, they are not being used nearly often enough.’

Human resources managers rate serious games particularly positively

The positive aspects of serious games are also important in a professional context. 98 per cent of the human resources managers surveyed who had already used serious games rated them as good or fairly good. 89 per cent observed an improvement in learning performance, and 86 per cent believed that their employees enjoyed the games. Around three quarters (76 per cent) of the human resources managers surveyed observed an increase in motivation among their employees.

Felix Falk: ‘Many in the business world still have reservations about serious games, as they feel that games are the antithesis of work. However, the survey results show how positively human resources managers rate serious games. Considering the current turmoil in many industries, more companies should move with the times and use serious games as part of their employee training. These games give employees the opportunity to learn key skills for the digital workplace alongside their colleagues in an interactive, digital format. And they can also give companies a strong competitive advantage.’

Further data from the survey on serious games conducted by auditing and consulting firm PricewaterhouseCoopers can be found in the new publication ‘game Fokus Serious Games’, which is available free of charge and in German language on seriousgames.game.de

 

About the market data
The data comes from a survey conducted by auditing and consulting firm PricewaterhouseCoopers (PwC) GmbH. 407 human resources managers were surveyed, comprising 234 men and 173 women. The average age of survey participants was 43.1. The survey was conducted in the second half of December 2018.

game – the German Games Industry Association
We are the association of the German games industry. Our members include developers, publishers and many other games industry actors such as esports event organisers, educational establishments and service providers. As a joint organiser of gamescom, we are responsible for the world’s biggest event for computer and video games. We are an expert partner for media and for political and social institutions, and answer questions relating to market development, games culture and media literacy. Our mission is to make Germany the best games location.

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Central Europe

New Products Help Mitigate Fall of Gambling Revenue in Poland

Niji Narayan

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New Products Help Mitigate Fall of Gambling Revenue in Poland
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The new figures published by Poland’s finance ministry have revealed that while the gambling revenue decline for the year to date, newly regulated products helped mitigate the falls in online betting and land-based gaming.

The gross gaming yield projections provided by H2 Gambling Capital revealed that the total for the year to June 11 is expected to fall 9.5% from 2019’s figures. This is significantly lower than the 19.6% decline projected across all EU markets.

Poland’s lower projected decline was due to the development of newly regulated verticals such as online casinos and land-based arcades. Online casino revenue grew 96.7% for the year to June 11, aided by growth from Totalizator Sportowy’s Total Casino site.

Total Casino is Poland’s only legal online casino site which was launched in December 2018. The casino saw new player sign-ups grow significantly this year, according to the Ministry. This in turn took revenue from offshore sites, which saw casino revenue fall 25.0% for the period.

Total online revenue was up 0.3%, with a 14.2% decline in sports betting – during a period in which sporting events were suspended during the Covid-19 crisis – offset by growth in online casino and online lotteries (up 26.2%).

For the land-based sector, revenue across all verticals was down 13.1%, largely down to a 27.3% drop in casino yield and a 25.4% decline for betting. Number games such as lotteries saw gross gaming yield fall 8.6%. However, gaming arcades saw their contribution rise 41.4% over the period.

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