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The GLI Group (GLI®) Acquires SeNet International Corporation, Bringing Expanded Information Technology Security Capabilities to U.S. Clients
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The GLI Group has acquired SeNet International Corporation, bringing expanded cybersecurity and other IT capabilities to clients of the GLI Group, Bulletproof a GLI Company, and SeNet. The companies serve a wide range of clients in the casino gaming space and across the business spectrum.
Founded in 1998, SeNet is an information security services company serving government and commercial clients, including the gaming industry, throughout the United States.
As part of the acquisition, the GLI Group will operate SeNet in conjunction with Bulletproof Solutions, ULC (“Bulletproof”), an information security company headquartered in Fredericton, Canada and wholly owned by the GLI Group. SeNet will operate as the U.S. information-security platform for Bulletproof, which will benefit existing SeNet clients by offering the broader information security services of Bulletproof, and Bulletproof’s current U.S. client base by delivering services through local information security professionals.
As the U.S. platform for Bulletproof, SeNet will leverage the combined capabilities of both companies to deliver enhanced information security services to clients. The investment further demonstrates the GLI Group’s commitment to providing world-class information security services to clients.
The GLI Group announced that, as part of the acquisition, all SeNet employees will continue to operate as a part of SeNet. That includes SeNet co-founder and CEO Ilan Katz and Chief Technology Officer (CTO) Gus Fritschie in leadership roles, and SeNet co-founder and President Toly Kozushin as a senior consultant.
The GLI Group’s James Maida, president and CEO of Gaming Laboratories International (GLI), said, “We are very pleased to continue our relationship with the entire SeNet team and look forward to them assisting us in providing world-class security services both inside and outside the gaming industries in the United States and elsewhere around the world.”
“SeNet was founded with a core objective to provide best-in-class information security services and continues to demonstrate consistent growth. What influenced me the most about the GLI Group is their unwavering focus on clients and strong track record of both growing and integrating new companies,” stated Toly Kozushin.
SeNet’s Ilan Katz added, “We are very excited to add to the GLI Group’s information security capabilities and help them grow in the U.S. While this acquisition closes a very successful chapter for the founders, it also introduces significantly greater growth prospects for our employees and clients.”
“Since joining SeNet approximately 15 years ago, I have personally observed the world-class capabilities of the GLI Group, and I am looking forward to joining the GLI Group team. Together with Bulletproof, we will have the combined capabilities to solve all security challenges for our clients,” remarked SeNet’s Gus Fritschie.
About The GLI Group:
The GLI Group delivers the highest quality assessment, testing, and certification services to our clients. Through Bulletproof Solutions, ULC, the group provides the highest level of service in information security services. Through SLI Global Solutions, LLC, the group provides best-in-class professional services and IT project oversight services to government clients relating to federal, state, and local Health and Human Services programs. SLI uses an ISO 9001:2015 certified quality management methodology that has been proven effective in a wide range of system implementation and business process improvement projects. The GLI Group has offices on six continents and holds U.S. and international accreditations for compliance with ISO/IEC 17025, 17020, and 17065 standards for technical competence in the gaming, wagering and lottery industries. For more information, visit gaminglabs.com, bulletproofsi.com, or sligov.com.
About SeNet International Corporation
SeNet International Corporation was founded in 1998 in response to government and commercial needs for highly technical expertise in networking and, more specifically, network and information security. This has been the company’s focus from its inception and it still remains so today. Since its founding, SeNet has provided expert services to over 350 commercial and public-sector clients helping them achieve substantial improvements in their network architectures, security postures, and operating processes. SeNet is an innovative leader in IT services, specializing in networking and information systems security consulting for federal agencies and commercial entities. For more information, visit senet-int.com.
SOURCE GLI Group
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: The GLI Group (GLI®) Acquires SeNet International Corporation, Bringing Expanded Information Technology Security Capabilities to U.S. Clients
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Corytech Unveils Exclusive Offers at SiGMA Europe 2024 in Malta
Corytech, a leading innovator in payment orchestration, is excited to announce its participation at SiGMA Europe 2024, taking place from November 11-14 at the Grand Hotel Excelsior in Valletta, Malta. Attendees can visit Corytech at Booth #2085 to discover a range of exclusive offers available only during the event.
“We’re thrilled to bring exclusive promotions to this year’s SiGMA Europe,” said Dmytro Miliukov, CEO & co-founder at Corytech. “This is a unique opportunity for businesses to enhance their payment capabilities through our innovative payment orchestration platform at transparent rates.”
Exclusive Offers Include:
- Special Pricing: Enjoy geo-specific rates on our Payment Orchestration Platform.
- Complimentary Consultations: Receive a free, personalized payment strategy session with our crypto & fiat payment experts.
- Early Access: Be among the first to experience a single integration approach by Corytech.
Don’t miss out on these limited-time offers. Schedule a meeting with our team in advance by contacting us at [email protected].
About Corytech
Corytech is a global FinTech force with a successful track record serving leading enterprises through our payment orchestration platform (70+ employees onsite, 15450+ users, and 1137500+ transactions monthly). Businesses trust us to streamline their payment processes by leveraging our advanced orchestration solutions.
The post Corytech Unveils Exclusive Offers at SiGMA Europe 2024 in Malta appeared first on European Gaming Industry News.
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BLAST Announces Landmark Expanded Partnership as Blacklyte Becomes Global Chair & Desk Partner Across Five Esports Titles in 2025
Esport entertainment company BLAST has announced an expanded Global Partnership with Blacklyte for 2025. The landmark partnership marks a significant milestone in esports history, being the first of its kind to encompass five leading esports titles.
As a Global Chair & Desk Partner, Blacklyte will play a pivotal role in supporting the world’s best esports players by providing custom-made esports desks and chairs for the competitive landscape across these five popular esports titles: Rainbow Six Esports (Tom Clancy’s Rainbow Six Siege), BLAST Premier (Counter-Strike), BLAST Slam (Dota), RLCS (Rocket League Championship Series), and FNCS (Fortnite Championship Series).
This partnership not only showcases Blacklyte’s commitment to the esports community but also emphasises its dedication to elevating the industry by providing players with the best equipment possible to compete at the elite level.
Last month, BLAST announced Blacklyte as the first commercial partner for Fortnite Competitive for the FNCS Global Championship 2024 in Fort Worth, Texas, United States.
The expansion of the partnership means Blacklyte will cover all esports titles BLAST operates in 2025. The partnership will focus on delivering unique and immersive experiences for fans and players alike. Alongside Blacklyte’s products being used by streamers and players across more than ten arena events and many more studio events in 2025. Blacklyte will also be integrated physically into these events and within broadcasts.
Blacklyte produces desks that set a new standard for quality and durability. These state-of-the-art desks are designed to withstand everything. They will be showcased at the BLAST Premier World Final in Singapore for the first time.
Alexander Lewin, SVP of Commercial Revenue for BLAST, said: “We are proud to expand our partnership with Blacklyte to encompass all five of our esports titles heading into 2025. This marks a landmark moment for BLAST. We work across a number of leading esports ecosystems, which gives us the ability to leverage these different communities and tournaments. This partnership is testament to harnessing that network to create best-in-class partnerships.”
Alexander Liu, CEO at Blacklyte, said: “We are excited to enter into this unprecedented partnership with BLAST, which will enable us to reach a broader audience and create a lasting impact across multiple titles. This collaboration signifies a new era for esports, where we can unify diverse gaming communities under one strategic initiative, providing equipment to help esports players compete at the top level.”
The post BLAST Announces Landmark Expanded Partnership as Blacklyte Becomes Global Chair & Desk Partner Across Five Esports Titles in 2025 appeared first on European Gaming Industry News.
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The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example
Usually, consoles and PCs come to mind when discussing the gaming industry. The mobile sector is often treated as a child of a lesser god, even though it generates almost as much revenue as console and PC combined. Some companies can see this potential. For instance, the e-commerce platform GAMIVO has recently entered the mobile market, allowing players to buy in-game items cheaper.
Back on course
The entire video game industry has evolved incredibly, but the most spectacular has been the growth of the mobile sector. It expanded from 36.9 million dollars in 2016 to 93.2 billion in 2021. Unfortunately, the gaming market suffered from a decline that stemmed from the overoptimism of the pandemic era. As a result, the mobile gaming industry revenues dropped to 92.2 billion in 2022 and to 90.5 billion in 2023. Recent information has indicated this was a necessary correction rather than a long-term trend.
The latest Newzoo report, issued in August 2024, shows that the industry is on the right track again. According to analysts, the mobile sector will generate revenues of $92.6 billion, representing +3.0% growth year-on-year. It’s nearly half of the entire gaming industry.
Billions of players
Revenues are crucial, but they only show part of the story. To fully understand the size and potential of mobile gaming, it’s necessary to consider the number of players, which constantly grew even when revenues dropped. Newzoo estimates that it will reach 2.8 billion in 2024. It means that almost twice as many people play on mobile devices than on PCs and consoles combined. Currently, every third person on Earth plays on mobile devices, and there’s still space for further growth.
“There are emerging markets where smartphones and mobile networks can expand, providing new potential players. Furthermore, this type of entertainment has a low entry barrier because most popular games are free and don’t require high-end devices,” explains Mateusz Śmieżewski, the CEO at GAMIVO.
One hobby, different habits
GAMIVO is an example of a company that has recently joined the party to get a piece of the mobile pie. “We examined the mobile market for a very long time, trying to find a suitable place for us. It’s essential to understand that mobile gaming and mobile gamers differ from their PC or console counterparts. You can’t do the same things you do with PC and consoles and hope to replicate your success,” said Mateusz Śmieżewski.
Studies confirm this observation. Average PC and console players spend about 2.1 hours a day in virtual worlds. It’s half an hour more than mobile gamers. However, things get interesting when we take a look at playtime per week, which is the same for mobile and console (5.4 hours) and slightly longer for PC (5.7 hours). Moreover, typical PC and console owners play 2.6 and 2.7 days a week, respectively, while mobile players play 3.4 days per week.
Those statistics prove that PC and console players are more dedicated, spending more time in games’ worlds once they enter them. However, mobile gamers prefer shorter but more frequent sessions. They play while commuting or have a short amount of free time.
“Mobile players are more willing to uninstall games and give another title a chance. Hence, the gameplay has to be captivating and designed to provide quick but intense sessions.
Furthermore, even though the average weekly playtime is identical to PC players, many mobile players don’t think of themselves as gamers,” clarifies Mateusz Śmieżewski.
Another major difference regards the way in which revenue is generated. PC and console games traditionally represent the premium model, where players buy the game. Most popular mobile releases are free and generate revenue with microtransactions. Almost all titles allow players to spend their real money on virtual coins, crystals, and other items that can be used to unlock additional content or reduce cooldowns.
Entering the mobile market
Those contrasts and nuances scare most companies from the mobile market. Let’s see how GAMIVO has coped with this.
“We decided to launch a new product category dedicated to mobile gamers. Our model allows them to top up in-game accounts cheaply. As a result, they can save up to 30% on buying virtual items, upgrades, and other content. The GAMIVO offer includes the most popular mobile titles, such as Genshin Impact and PUBG Mobile, and still extends,” describes Mateusz Śmieżewski.
“We dedicated a lot of time to research and analyses. Also, the development process required a lot of work to provide GAMIVO customers with safe transactions and a user-friendly environment. The first reactions are very positive, confirming our belief that our decision was right and there is still more space in the mobile game market,” concludes the GAMIVO CEO.
The post The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example appeared first on European Gaming Industry News.
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