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Lottery is more than ‘just the ticket’ as Spinola experience demonstrates

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Spinola Gaming, the leading Malta-based lottery content provider is on a mission to stop what it sees as a ‘race to the bottom’. Head of Product, Isabella Rae-Banda explains how the lottery experience is being used to recruit and retain players in what is a commercially promiscuous online world.

Online operators are now starting to realize the true potential of lotteries and now see this as the “Fourth Pillar of Gaming” – can you explain this?

It’s probably best to start with some facts. Lotteries account for some 36 percent of the global gaming market and represent one of the industry’s biggest revenue generators.  Most lottery participants view their spend as entertainment rather than gambling and the overwhelming majority have never visited a casino or participated in an online sportsbook.  Lotteries offer jackpots which people dream about winning in the process creating a positive narrative and with that comes oceans of human interest driven media coverage.  Our approach at Spinola Gaming is to harness these invaluable characteristics and offer online casino and sportsbook operators the opportunity to integrate a global selection of fully insured lotteries from around the world as part of their overall offering.  It’s a recognition that lottery works best when operators take a holistic view of what they can provide in terms of gambling entertainment and lottery is a fundamental part of that fantastic shop window.

How would you summarise the commercial opportunities for online operators?

Lottery is a simple game that can be used in a highly sophisticated way to build the bottom line.  The vast majority of online operators are, perhaps unwittingly, participating in a race to the bottom.  The practice among casinos of offering bonuses or free spins has transitioned from being a sales tool to a culture of permanent offers and deals which destroy margins and have created a churn of promiscuous ‘customers’ with zero brand loyalty.  By incorporating lottery as a side game operators extend an invitation to participate in something that provides an opportunity to follow a dream and win life changing prizes.  When you are competing for traffic you need a ‘stand out’ and lottery is exactly that.  Furthermore, it serves to attract a new customer and with that the opportunity to cross sell across a number of integrated verticals.  Brands can move from attempting to out shout each other to having a conversation with customers and keeping them connected with the brand.  It’s about broadening horizons, offering something different and transitioning players into customers.

What does Spinola bring to the debate?

In physical terms we can offer operators the choice of 72 lotteries from almost all global markets including the biggest European and US lotteries (which is the most comprehensive lottery offering on the market) and the chance to customise games to complement brand values, colour ways and imagery.  The model is based on a fully insured, risk free solution and operators can be up and running with Spinola within a month – two weeks for the technical side and two weeks for customisation.  We provide all of the tools and all of the insight necessary to make the offering work to maximum effect which includes access to our in-house marketing team to help create and implement campaigns.  It’s a fully managed solution which does not cannibalise income from one vertical to another and it’s risk free, meaning operators do not have the burden of payouts on any winnings.

Can the lottery experience engage with Generation Z – if so how?

There’s no doubt that the lottery sector suffers from a range of misperceptions one of which is its association with baby boomers.  The online experience is a perfect fit for consumers who are tech savvy and who could be described as mobile first.  Generation Z finds bricks and mortar gaming an irrelevance but offer a technology driven experience which is different, which is part of an integrated experiential offering and which provides the opportunity to win life changing jackpots and there’s a great opportunity to engage with a new demographic.  They might be playing on the bus home but they are dreaming of a work free lifestyle and driving a Bentley Continental.

What plans does the company have for 2019?

We have spent the past two and a half years building what we believe is the industry’s leading lottery solution by creating a fully managed and risk free range of lottery and jackpot products that integrates seamlessly with online operators, we have been successful in generating a sizeable amount of interest for the lottery vertical and in the process secured over 40 existing operators.  We’ve established a critical mass and the year ahead will see that extend to over 100 live operators. It’s an ambitious target but one we are capable of achieving.

About Spinola

As a new entry to the global lottery market, Spinola Gaming has very quickly established itself as the leader of B2B Lottery Products and Jackpot Solutions now serving over 70 Global Lotteries to more than 100 Operators across the globe through one seamless integration. Spinola’s powerful and innovative lotto engine (Lotto Connex) provides online and state run lottery operators the ability to  take advantage of a fully managed solution with the ability to create new lotteries, add lotto betting as a new vertical and offer Jackpots of up to €250m per draw.

Source: GB Media


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: Lottery is more than ‘just the ticket’ as Spinola experience demonstrates

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming

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MixRift unveils brand new strategic PvP arena gaming experience

MixRift, an innovative mixed reality (MR) gaming developer, today announced the official launch of Battle Orb, a competitive strategy game which invites players to challenge each other and transform their physical surroundings into dynamic battlefields. Available now for Meta Quest platforms, Battle Orb represents the next evolution in mutli-player MR gaming.

A first PvP game for MixRift, Battle Orb allows players to step into immersive arenas where physical and digital worlds collide. Skill meets chaos in this fast-paced multiplayer strategy game, which challenges players to aim, shoot, and dominate with speed and precision across customized battlefields, combining tactical thinking with physics-based gameplay. Every hit counts as players collide, strategise and outplay opponents from around the world, from the comfort of their own homes. Players can compete in 2-player or 4-player battles, earn trophies, unlock and upgrade powerful units, and master unique arenas to climb the leaderboard.

“With Battle Orb, we’re not just launching a game, we’re basically turning your living room into a fantasy battleground.” said Bobby Voicu, CEO of MixRift. “We wanted to create something where anyone can jump in and start having fun in seconds, but that you could also master and keep replaying. I think this is what the future of gaming looks like, and it’s a blast!”

Key Features:

  • HD Graphics: Cutting-edge MR design technology creates a truly immersive gaming experience
  • Creative Character Options: Choose from tens of monsters, creatures, and cartoons to play with – each one zanier than the last
  • Real-Time PvP Action: Face-off in 2-player or 4-player matches full of high-stakes action
  • Physics Meets Strategy: Master the perfect angle, power, and timing to outmaneuver opponents, and perfect your shots to climb through the ranks
  • Unique Units & Powers: Earn wins and open loot chests to unlock and upgrade special characters and abilities
  • Environmental Integration: Scale your battlefield to fit any space, turning living rooms into competitive arenas
  • Competitive Progression: Climb global leaderboards through a rewarding rank system and prove you’re the righteous winner

The game’s intuitive controls ensure players of all skill levels can jump in immediately, while the strategic elements provide long-term engagement for competitive gamers. Battle Orb’s intuitive and quick matchmaking system means players are matched with others in similar ranks within seconds.

Battle Orb has been designed with comfort and safety in mind, earning a “Comfortable” rating and PEGI 3 classification, making it appropriate for players of all ages while still delivering compelling gameplay for serious competitors.

“We’ve created Battle Orb to be a really special mixed-reality competitive experience,” said Voicu. “The way it transforms your physical environment into a strategic battlefield creates moments of gaming magic that simply aren’t possible in traditional formats.”

Availability:
Battle Orb is available now on the Meta Quest Store for Meta Quest 3S, Meta Quest 3, and Meta Quest 2 platforms. The game requires an internet connection for its online features.

For more information, visit https://mixrift.com/ or follow MixRift on social media for updates, tournaments, and community highlights.

The post Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming appeared first on European Gaming Industry News.

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Blask expands Market Overview dashboard with 10 new countries

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Blask, the AI-powered analytics ecosystem for the iGaming industry, has added nine new countries to its Market Overview dashboard — bringing total coverage to 55 global jurisdictions. The latest update significantly strengthens the platform’s insights across Tier 1 and established markets.

Newly added countries include the United Kingdom, Italy, Germany, Sweden, Czech Republic, Portugal, Denmark, Austria, Switzerland, and France. These markets are now fully available inside Blask’s Market Overview dashboard, with access to key performance indicators:

  1. Blask Index – a general signal of overall brand activity in the market
  2. BAP (Brand Accumulated Power) – reflects audience interest based on search trends and engagement
  3. APS (Acquisition Power Score) – measures how effective a brand is at acquiring new users
  4. CEB (Competitive Earning Baseline) – estimates a brand’s potential earnings within its competitive environment

“This expansion sharpens our coverage where it matters most,” said Max Tesla, CEO and co-founder of Blask. “Tier 1 markets are where competition is toughest — and decisions need to be backed by data. With these additions, Blask gives operators a clearer edge in navigating regulated, high-value regions.”

The Market Overview dashboard is designed to help operators, suppliers, and affiliates benchmark brand performance at the country level, track market dynamics, and spot early trends.

This release follows previous expansions into Asia, Latin America, and Africa, as Blask continues to respond to user demand for reliable, granular insights across the global iGaming landscape.

The post Blask expands Market Overview dashboard with 10 new countries appeared first on European Gaming Industry News.

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Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com

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Absolute Sports, a subsidiary of Nazara Technologies and the parent company of Sportskeeda.com, announced today that it has signed definitive agreements, subject to closing conditions, to acquire two IPs, TJRWrestling.net and ITRWrestling.com. These business assets will be acquired from Titan Insider Digital. These IPs add to the already dominant global position of Absolute Sports in the combat sports publishing industry.

TJRWrestling and ITRWrestling established in 2009 and 2020 respectively, have built a robust audience base within the wrestling fan community through their high-quality and in-depth combat sports news and content coverage. Together, they currently attract 1.7 million monthly active users and generate 4.6 million monthly pageviews, predominantly from North America. They generated $722K (~INR 6.1 crore) in revenue in 2024.

The transaction, valued at $1.25 million (~INR 10.5 crore), will be an all-cash asset purchase via the company’s U.S. subsidiary, Sportskeeda Inc., and is expected to close within the next 45 days.

This strategic acquisition bolsters Sportskeeda’s position in the combat sports segment and expands its presence in the U.S., home to the world’s largest pro-wrestling fanbase. The integration of these platforms will also create deeper engagement opportunities for fans and advertisers across digital formats.

Ajay Pratap Singh, CEO of Absolute Sports, commented: “ITRWrestling and TJRwrestling are two of the most respected voices in the global wrestling community. This acquisition aligns perfectly with our vision to be the leading go-to destination for wrestling content worldwide. It also reinforces Absolute Sports’ dedication to expanding its footprint in the fast-growing U.S. media market through a targeted and impactful M&A strategy.”

The post Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com appeared first on European Gaming Industry News.

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