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NJ Online Casinos Generate Highest Revenues To Date – $63.65 Million

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With an additional $24.22 million in online sports betting revenue this March, led by a dominating performance from FanDuel Sportsbook (Sports betting revenue reports under Meadowlands,) NJ online gambling operators generated a total of $63.65 million in online gross revenue compared to a total of $44.6 million in the previous month, according to BonusSeeker.com.

Online gaming revenue jumped a whopping 42.7 percent in March compared to the prior month, according to figures released Friday by the New Jersey Division of Gaming Enforcement. New Jersey online gambling operators report revenues in three gaming categories;

  • $37.23 million in gross online casino gaming win
  • $24.22 in gross online sports betting win
  • $1.90 million in gross online poker gaming win

New Jersey online casino operators are hotter than ever as they closed the first quarter for 2019. Gross revenue growth on casino games is led by operators under the umbrellas of Golden Nugget Online Casino and Resorts Online Casino. Golden Nugget’s $14.22 million reporting includes gross casino game revenues from Golden Nugget Online Casino and SugarHouse Online Casino, to along with both Betfair Online Casino and FanDuel’s online casino players. Resorts Casino’s $7.86 million gross casino games revenue comes from play at DraftKings, Mohegan Sun Online Casino, Resorts Online Casino, and PokerStars.

Even without the massive revenue growth from sports betting activity, NJ gambling sites marked the largest month-over-month gain in the market since its inception, generating $39.13 million in online poker and casino game revenues in the March 2019.

“Something special is clearly clicking over at FanDuel, who just set a new benchmark for success in regulated online gambling. With Pennsylvania online casinos opening operations in the next few months, 2019 is proving to be a pivotal year in the legalization of online gambling in the US.” BonusSeeker.com Managing Editor, Rich Migliorisi.

New Jersey Online Gambling Revenue by the Numbers – March 2019 (in $ millions)

Casino

Golden Nugget   

$14.23

Resorts                

$7.86

Borgata                 

$4.96

Caesars                 

$4.33

Ocean Resort         

$0.497

Hard Rock               

$1.63

Tropicana

$3.72

Total                      

$37.23

Poker

Golden Nugget        

$0

Resorts                    

$.613

Borgata                    

$.483

Caesars                   

$.806

Ocean Resort          

$0

Hard Rock               

$0

Tropicana

$0

Total

$1.90

Combined (Casino + Poker)

Golden Nugget     

$14.23

Resorts                  

$8.473

Borgata                  

$5.44

Caesars                 

$5.13

Ocean Resort        

$0.497

Hard Rock             

$1.63

Tropicana

$3.72

Total

$39.13

Sports

Bally      

$.335

Borgata 

$.101

Golden Nugget

$.098

Hard Rock          

$.0016

Ocean Resorts   

$1.42

Resorts Digital    

$7.28

Meadowlands

$13.32

Monmouth

$1.67

Tropicana

$.021

Total

$24.22

For more information, visit https://www.bonusseeker.com

About BonusSeeker.com:
BonusSeeker.com is a leading source for iGaming news, online games, and online casino / sports betting promotions in the U.S. regulated online gaming markets.

 

SOURCE BonusSeeker.com


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: NJ Online Casinos Generate Highest Revenues To Date – .65 Million

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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Corytech Unveils Exclusive Offers at SiGMA Europe 2024 in Malta

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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

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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

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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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