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Booming Games launch Spinosaurus

George Miller

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Booming Games - Spinosaurus
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Who knew that the dinosaurs loved to spin the reels to such an extent that they called some of their own ‘spinosauruses’… These were the dinosaurs who didn’t waste their time frugally searching in caves for their next meal, but instead concentrated their efforts on winning big with Booming Games. If they hadn’t been meteor-magnets, and were still around today, they would most certainly be waiting with baited breath for the latest and greatest from Booming Games’ studios.

Shane Cotter, Booming Games’ Director of Product, introduces Spinosaurus as a fun 5×3 medium volatility slot with some fantastic and seriously sticky features. “Watch out for the various dinosaur stampedes across the screen, where the minor symbols, each a dinosaur footprint linked to a major symbol, crack and transform into their major counterparts, both increasing existing wins and also creating brand new ones”, he says. “This can happen at any time, and with any of our 4 types of dinosaurs”, he continues.

Meanwhile, pterodactyls can fly overhead without warning, dropping Wild eggs onto the reels below. And when it comes to Free Spins, we’re really at the mercy of mother-nature, as each of the Volcano-Scatters erupts, spewing forth the number of Free Spins each individual scatter will award. These numbers are then accumulated, awarding a maximum of 12 Free Spins.

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GiG partners with Checkmarx further strengthening application security

George Miller

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GiG partners with Checkmarx further strengthening application security
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Gaming Innovation Group (GiG) has signed an agreement with Checkmarx for the provision of its static application security testing (SAST). The partnership allows GiG to scale and build on the maturity of its application security.

Checkmarx is a global leader in application security testing (AST). Its Checkmarx SAST (CxSAST) product is an enterprise-grade solution providing high-speed and accurate custom code security analysis, helping to eliminate cybersecurity risks. Enriched by Checkmarx’s powerful AST automation capabilities, CxSAST integrates directly into source code management systems and with leading CI/CD tools, enabling developers and AppSec teams to build and deploy more secure software faster than ever before.

The partnership with Checkmarx enables GiG to provide its developers with a powerful source code scanning tool, which will allow them to identify and rectify security vulnerabilities in custom code security at a single point. This will enhance the development process by accelerating remediation time, and by generating meaningful and actionable insight on code security. This allows  GiG to continue building on the maturity of its application security — improving its product offering to operators and strengthening its digital trust.

Chris Armes, Chief Information Officer at GiG, said: “Security is embedded in our culture, and ingrained in everything we do as a business. Partnering with Checkmarx forms part of the wider initiative of Integrating security throughout the development life cycle of our partner’s online casino or sports betting sites. The partnership will help to fuel our primary security objective of engineering secure products throughout GiG’s Ecosystem.”

Christopher Brennan, Regional Director, DACH and CEE, Checkmarx, said: “Modern software development is complex, requiring organisations and development teams to place both speed and security at the forefront of everything they do, and Checkmarx is committed to helping our customers achieve this balance. We’re pleased that an innovator like Gaming Innovation Group has chosen to utilise CxSAST and are confident that our partnership will allow them to instil cyber resilience into the software they develop, setting the standard for software security in the iGaming industry.”

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Mobile Augmented Reality Market to Reach US$ 24 Bn by 2030 as Pandemic Pushes Users to More Virtual Experiences

George Miller

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Mobile Augmented Reality Market to Reach US$ 24 Bn by 2030 as Pandemic Pushes Users to More Virtual Experiences
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The credit of unstoppable pace of mobile augmented reality (AR) market significantly goes to the creative industry. Inclusive of video games, live events, retail, and video entertainment, this side of business has definitely challenged mobile augmented technology, pushing it to deliver better solutions. Designed to create immersive experiences, mobile augmented reality has won a special place for game makers. Launch of sophisticated, intricately designed multiplayer games have truly utilized the real potential of solutions presented by this market.

The explosive growth of mobile augmented reality is completely attributable to unprecedented use of smartphones and tablets. From remote places to urban landscapes, mobile AR has made an enormous contribution in changing the way experience museums, office spaces, and games. Since innovations such as Google Glass, the world of mobile AR has evolved to be a part of many other sectors, changing the game for military trainings, healthcare consultations, and learning experiences.

In this light of these factors, study predicts that the global mobile augmented reality market estimated to reach US$ 3 Bn in 2020, surge at a whopping CAGR of 23.2% during the forecast period of 2020 to 2030.

Key Takeaways of Mobile Augmented Reality Market Study

  • East Asia to lead the race in the global mobile augmented reality market at a CAGR of 27.2% between the forecast years of 2020 and 2030
  • Gaming segment anticipated to retain its leading position with a share of 28% by the end of 2030
  • Smartphones and tablets to revolutionize educational experiences with integration of mobile AR
  • Services segment to leap ahead at a CAGR of 24.6% during the forecast period as AR design and development, integration and development, and support services find applications across verticals

“The mobile augmented reality market in East Asia is expected to grow at a high CAGR as sales of smartphones with AR apps remains exponential. This eliminates the need for additional hardware to support this technology, which is expected to drive the expansion of mobile AR technology in the region. Mobile augmented reality has also become the new medium for game developers to focus on creative immersive experiences to create a high value proposition for the end use, “says an analyst.

COVID-19 Proves Positive for Mobile Augmented Reality Market

The COVID-19 pandemic has deepened the chasm of economic crisis, making the global population rethink education and entertainment in many ways. With no live events to attend, cancelled sporting events, and uncertainty looming over reopening of colleges and schools, mobile augmented reality found its opening to a plethora of opportunities.

The importance of AR has also surged in healthcare consultations as medical professionals and patients are seeking safety first. Furthermore, a quantum leap in online gaming, schooling, and entertainment as artists are taking gigs online, have collectively resulted in a special demand for mobile AR. Biggest chunk is definitely consumed by the online gaming industry, which has been the strongest pillar of the entertainment during the stringent lockdowns.

According to a study, the mobile augmented reality market will grow 6%-8% by Q3 2020 in the given circumstances.

E-commerce to Enhance Demand for Mobile Augmented Reality

The growing e-commerce industry has been identified as key contributor to the increasing adoption of mobile augmented reality. Integration of mobile augmented reality by retailers to make it more accessible for customers to purchase the right item. Augmented reality helps users to view their products in 3-D, life-like projections in real-time through smartphones and tablets.

Mobile augmented reality offers retailers the opportunity to improve the consumer shopping with real-life experiences. With an augmented reality app, an e-commerce retailer can create a virtual table with a different range of products, projecting it on the customer’s living room. The growing number of purchases via mobile devices and shoppers using smartphones in-store is increasing the demand for mobile augmented reality.

Such enhancement of consumer engagement is projected to bode well of the market in the forecast period.

These insights are based on a report on Mobile Augmented Reality Market by Future Market Insights

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eSports

WePlay! VALORANT Invitational Announcement

George Miller

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WePlay! VALORANT Invitational Announcement
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Eight teams will fight for competitive dominance and a hefty prize pool.

We at WePlay! Esports are proud to announce our first VALORANT tournament. In this event, six invited teams will be joined by two Open Qualifier winners to fight for a prize pool of $50,000. This event is another entry in the VALORANT IGNITION SERIES.

Invited teams

  • PartyParrots
  • fish123
  • Prodigy
  • Ninjas in Pyjamas
  • G2 Esports
  • forZe

Event format & dates

The tournament kicks off with Open Qualifiers on July 13 and 14. The qualifiers are two separate single-elimination brackets. The final series in each qualifier is BO3, the rest are BO1. Teams are allowed to participate in both qualifiers.

Sign up for Open Qualifier #1
Sign up for Open Qualifier #2

The eight invited and qualified teams will participate in a Swiss Bracket group stage that takes place on July 15–17. Four teams will proceed to the next stage.

The winners of the group stage will be seeded in a single-elimination bracket. The Semifinals will be played on July 18; the final series will be played on July 19.

All main event matches, including the Finals, are BO3.

“We have been following VALORANT since its announcement, and now welcome the opportunity to apply ourselves in the new title. As usual, we will try to make the event dramatic, unusual, and unforgettable. We’re hoping that VALORANT will enjoy WePlay! Esports’ style and our regular viewers will have fun with the new game.” – Eugene “Hitras” Shepelev, Lead Esports Manager at WePlay! Esports.

“The IGNITION SERIES is definitely setting up a standard of play for VALORANT, the likes of which we’ve never seen before, and will undoubtedly begin to influence competitive audiences in their decisions around play.” – Joe Ziegler, Game Director at Riot Games.

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