Industry News
Measures for a safer gambling market – CEO call from the gaming industry
The Swedish Trade Association for Online Gambling (BOS (Branschföreningen för Onlinespel)) has today published the following open letter:
The Ministry of Finance’s proposal for placing further restrictions on the Swedish gambling market has been met by strong and unanimous criticism. All stakeholders in the gambling industry (state and private), as well as sports clubs, the Swedish Gambling Authority, and international and national media have all stated that the proposals are unrealistic and how they play into the hands of the unlicensed market. The Minister for Public Administration then chose to adjust the proposals somewhat, but only to improve conditions for state-controlled companies. Now a new report shows that implementing deposit limits on online casinos alone would mean that almost half of all bets would end up being placed with unlicensed companies. The entire Swedish gambling industry has been beset by uncertainty, with many customers abandoning licensed companies and moving instead to unlicensed companies. If we don’t start to cooperate and introduce long-term measures grounded in facts, we risk turning back the clock to what the market looked like prior to re-regulation.
Recently, the independent research firm Copenhagen Economics published a new report describing how deposit limits would affect online casinos. The report, which is based on turnover data, consumer surveys, interviews, and international research, shows that the channelization for online casinos will fall from an already low 75% to an even lower 52-63% if deposit limits come into force. This means almost half of all bets will be placed with unlicensed companies.
Neither the Ministry of Finance nor any other stakeholder has presented facts to support the underlying assumption that gambling in general – and play on online casinos in particular – have increased during the covid-19 crisis. In its recent report to the Swedish government, the agency responsible for the Swedish gambling market also confirms it hasn’t detected increased gambling during the coronavirus pandemic.
The government is aware of the alarmingly low percentage of online casino players who now play within the licensed Swedish system. The government has also seen data from the Swedish Tax Agency that show gambling on horse races – and not online casino gambling – has increased during the coronavirus crisis.
We share the government’s view that protection for and of players is of the utmost importance. We agree that this work must continue and that together we can create a sustainable gambling market with strong consumer protections. But the work must be based on facts.
The Ministry of Finance has the opportunity to implement a number of fact-based measures that would improve consumer protections without damaging the important channelization. On the contrary, the channelization would benefit with these measures, which would also strengthen consumer protections.
Expand licensing requirements
Introducing licensing requirements for companies that supply games as well as the companies that provide customers, so-called B2B licenses, would increase the Swedish Gambling Authority’s ability to regulate the market and prevent the black market from targeting Swedish gamblers. The measure would promote the channelization and is therefore welcomed by the licensed gambling industry as well as gambling addiction organizations.
IQ campaign for the gambling industry
There is very little awareness about Spelpaus, the central self-removal register, as well as other regulated consumer protection measures. The Swedish Gambling Authority and the Swedish Consumer Agency should be tasked with increasing public awareness about these tools. Systembolaget’s IQ campaign could serve as inspiration for a proactive information portal.
Gambling companies’ data is part of the solution
The digital gambling industry collects and processes large amounts of data on customers’ gambling behaviour. The Ministry of Finance should instruct the Swedish Gambling Authority to request regular reports, with anonymized data, on customers’ gambling behaviour in order to increase understanding about gambling habits and identify any systematic problems. The gambling companies have this data and already share it with researchers.
Great strides have been made in machine learning and artificial intelligence. Computers are capable of handling huge amounts of data and identifying the patterns required for increasing understanding and providing the basis for decisions. The gambling industry is also making progress in this area and sees great opportunities for improving our ability to detect and stop harmful phenomena such as problem gambling, match fixing, and money laundering. The Ministry of Finance has a golden opportunity to initiate a strategic collaboration in this area together with authorities, researchers, the gambling industry, and gambling addiction groups.
Sharing of data between companies
The EU’s strict data protection laws are generally a good thing. We share the view that each individual should own their own data. Having the opportunity to share personal data between gambling companies as well as between gambling companies and authorities would make it easier to quickly identify and prevent gambling problems or fraudulent activities. Today, every gambling company can make these discoveries on their own but can’t share the information in a simple and legal way.
Risk ratings for players, not products – and with support from actual data
Addictive and unhealthy behaviour by individuals is individual and is easy to track in the gambling industry thanks to the large amount of data that is continuously collected from all players. Any future risk classification system must be based on the conditions and actions of the individual.
Extend the Swedish Gambling Authority’s mandate
The government must clarify the Swedish Gambling Authority’s mandate to ensure the integrity of the licensing system and in so doing strengthen the all-important degree of channelization.
Extend the Duty of Care to more industries
The challenges we have in society are rarely isolated to one individual stakeholder or industry. In order to curb increased indebtedness stemming from gambling, the lending market – and the instant lending market in particular – also need to take responsibility for lowering excessive debts. Today, the gambling industry can access information about a customer’s liquidity, but it’s hard to determine whether the money is borrowed or earned. A central self-removal register like Spelpaus should be considered for instant loans.
Stockholm 2020-06-08
Pontus Lindwall, CEO, Betsson AB
Henrik Tjärnström, CEO, Kindred Group
Gustaf Hagman, Group CEO, LeoVegas
Therese Hillman, VD, NetEnt AB
Ulrik Bengtsson, Group CEO, William Hill Plc
Lahcene Merzoug, CEO, ComeOn
Alexander Stevendahl, CEO, Videoslots
Tomas Backman, CEO, Hero Gaming
Henric Andersson, CEO, SuprNation
Gustaf Hoffstedt, Secretary General, Swedish Trade Association for Online Gambling (BOS)
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.
Industry News
Gaming Corps to launch with lotteries in the USA via EQL games deal
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 Kauppinen, CEO 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 Cummings, CEO 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.”
Industry News
Public Voting Starts for Ortak x B.F.T.H. Arena Awards 3.0
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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