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LeoVegas AB: First quarter 2019, 1 January– 31 march 2019
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“LeoVegas has had a good start to the year – customer loyalty and the inflow of new customers has never been better!”– Gustaf Hagman, Group CEO
First quarter 2019: 1 January– 31 march 2019
- Revenue increased by 12% to EUR 86.3 m (77.4).
- Organic growth in local currencies was 4%.
- Organic growth in local currencies excluding the UK was 19%.
- EBITDA was EUR 7.2 m (9.5), corresponding to an EBITDA margin of 8.3% (12.3%).
- Net Gaming Revenue (NGR) from regulated markets was 50% (35%) of total NGR.
- The number of depositing customers was 370 209 (302 014), an increase of 23%.
- The number of returning depositing customers was 196 863 (155 951), an increase of 26%.
- Earnings per share were EUR 0.00 (0.02) before and after dilution.
Events during the quarter
- Sweden launched as a regulated market and the assessment is that LeoVegas is taking market shares.
- The Group’s Pixel.bet brand was granted a five-year license for casino and sports betting in Sweden.
- The Group is seeing positive effects of a pronounced internal focus on efficiency and cost control.
- LeoVegas launched its proprietary multibrand platform to further complement its brand portfolio.
- The new GoGoCasino brand was launched in the end of March and has been well-received.
- Strategic evaluation of LeoVentures continues. The portfolio company Authentic Gaming is growing strongly and achieved a positive result for the first time in March and is expected to continue generating profits.
Events after the end of the quarter
- Preliminary revenue in April amounted to EUR 30.5 m (29.1), representing growth of 5%.
- Richard Woodbridge, COO, and Avshalom Lazar, CCLO, has started their employment with the Group, while Mattias Wedar, CPTO, will assume his position during the second quarter. The new Group Management team is thereby complete.
- LeoVegas’ 2018 Annual Report published on www.leovegasgroup.com.
- LeoVegas Annual General Meeting to be held on 29 May 2019.
- Nomination Committee has presented its recommendation for the new Board of Directors. Per Brilioth, Barbara Canales Rivera and Patrik Rosén have declined re-election, while Fredrik Rüden has been nominated to be elected as a new director.
- 14 August 2019 set as new date for the second quarter interim report.
COMMENT FROM GUSTAF HAGMAN – GROUP CEO
Positive start to 2019
During the first quarter we once again delivered sequential growth and posted record performance on a number of key performance indicators. This, combined with the fact that our customer base is growing in a sound and sustainable way, has given us a good start to 2019. We are maintaining a high pace of expansion and innovation at the same time as we are focusing on cost efficiency and scalability in the Group. This makes us well positioned for a year of continued profitable growth.
First quarter results
Revenue during the first quarter amounted to EUR 86.3 m (77.4), an increase of 12%. Organic growth in local currencies was 4%. Growth during the first quarter continued to be affected by the regulatory tightening that took place in the UK last year. Excluding the UK, organic growth for the Group was 19%, which reflects stable underlying growth in general for the Group. In March we posted the highest revenue and in February the lowest revenue for the period.
EBITDA totalled EUR 7.2 m (9.5), corresponding to an EBITDA margin of 8.3% (12.3%). Our marketing investments remained at a high level during the first quarter, among other reasons to secure our leading position in Sweden. Royal Panda increased its pace of investment following a very low level of marketing during the preceding quarter. We paid EUR 11.5 m in gaming duties during the first quarter, which is an increase of EUR 4.3 m compared with the preceding quarter, which affected the operating margin for the period.
We are seeing positive effects from our highlighted focus on efficiency and cost control within the Group. We continue to work on renegotiating supplier agreements in gaming, payments and marketing, among other areas, where we are benefiting from our size and position as one of Europe’s leading casino operators. At the same time, we are continuously reviewing our internal operating costs and processes. The effects of this work are expected to begin showing gradually in 2019 in the form of increased scalability on a growing revenue base.
Sweden
Sweden has now been regulated for a quarter. We are generally satisfied with our performance during the period, where we had record-high customer activity and believe to have taken market shares. Our organic revenue decreased by 16% during the first quarter, adjusted for currency movements, partly owing to short-term effects of the market’s regulation in January. At the same time our depositing customer base grew 23% compared with the same period a year ago. Revenue in Sweden during the quarter has been growing month on month, and this trend has continued into the second quarter.
The new regulation in Sweden entailed a number of changes for our customers and for the industry, resulting in short- as well as long-term effects. I’m referring in particular to changes in the customer experience, competition, gaming duties, and new marketing channels and payment solutions. As is always the case when a market becomes regulated, it will take some time for the industry and customers to adapt, and thereafter we expect a more stable and predictable market.
Regulation has sparked an intensive debate on the amount of marketing. We also agree that the volume right now is too high, which at the same time is natural in a recently regulated market in which new players, such as the state-run companies, are launching new products. Therefor we are working to diversify our marketing mix to other channels than commercial radio and TV, and we are conveying the responsible gaming message more in our advertising.
Over time, a regulated market tends to lead to fewer operators. We have already begun to see this trend, as smaller operators are now leaving or reducing their focus in Sweden. This means that the amount of marketing is gradually expected to decrease.
What makes it difficult for the industry to self-regulate is when the government urges operators to apply for licences only to shortly after consider major changes in the terms as soon as the licence system is in place. In this case it applies to marketing. We are now awaiting the findings of a study into how marketing is to be handled. The study is expected to be ready by October 2020, and we are looking forward to clearer guidelines. One should keep in mind that it is in the state’s interest to protect the licence system and its channelisation. The greatest benefit for licensed operators, who pay local taxes and adhere to local rules, is the ability to market themselves. A restriction of marketing opportunities would make it challenging to protect the channelisation.
UK
The UK market remains challenging in the near term, but we are gradually making progress, and our customer acquisition is growing at Group level compared with the preceding quarter. In particular, the brands we have gathered under Rocket X are showing clear improvements, with sequential revenue growth paired with good profitability. Royal Panda, on the other hand, had a weaker quarter in the UK, partly coupled to the lower level of marketing in earlier quarters as well as necessary regulatory adaptations in line with the rest of the Group.
Our acquisitions in the UK have generally resulted in greater complexity coupled to synchronisation of databases, routines and processes between the different Group brands. To manage this in the best way and comply with the regulatory requirements, LeoVegas has an action plan that was initiated last year. LeoVegas takes compliance with the utmost seriousness and is working consistently to ensure a safe experience for our customers in all markets, all to uphold our position as a credible, long-term and reliable operator.
Scale-up markets
One market that stuck out during the first quarter is Germany, where we expect to be granted extended gaming licences in Schleswig-Holstein, which gives us a competitive advantage. Finland, Denmark and Canada also delivered good quarters, and in Italy we are taking market shares.
LeoVentures
LeoVentures’ portfolio companies developed well during the period. The companies are in various phases of rapid growth and investment, but despite this, together they succeeded in making a positive contribution to EBITDA for the Group during the month of March. For the first time, the portfolio company Authentic Gaming also achieved a positive result in March, and it is expected to continue generating profits. In line with previous communication, we are continuing with our strategic evaluation of LeoVentures.
New brand on proprietary multibrand platform
During the quarter we launched our proprietary multibrand platform. Owing to our multibrand functionality, we can now flexibly launch and scale up new brands. The first such brand that was launched is called GoGoCasino. The start and customer response have been positive and are proof of how we are successfully capitalising on the Group’s strengths, experience and economies of scale. During the year we expect to launch GoGoCasino in more markets.
Comments on the second quarter
The month of April has developed well with preliminary revenue of EUR 30.5 m (29.1), representing a growth of 5%. Our current estimate is that marketing costs in relation to revenue will decrease during the second quarter compared with the first quarter.
LeoVegas has entered the second quarter with full focus on sustainable, profitable growth.
Presentation of the report – today at 09:00 CET
- To participate in the conference call, and thereby be able to ask questions, please call one of the following numbers: SE: +46 (0) 8 5069 2180, UK: +44 (0) 20 71 92 80 00, US: +1 63 15 10 74 95, Confirmation code: 2488668 or join at the web https://edge.media-server.com/m6/p/kfovvaak
About the LeoVegas mobile gaming group:
LeoVegas’ passion is “Leading the way into the mobile future”. LeoVegas is the premier GameTech company and is at the forefront of using state-of-the-art technology for mobile gaming. A large part of this success can be credited to an extreme product and technology focus coupled with effective and data-driven marketing. Technology development is conducted in Sweden, while operations are based in Malta. LeoVegas offers casino, live casino and sports betting, and operates two global and scalable brands – LeoVegas and Royal Panda – as well as a number of local brands in the UK. LeoVegas is a global corporate group in which LeoVegas AB (publ.) is the parent company. LeoVegas AB (publ.) doesn ́t conduct any gaming operations. The operational work is carried out in the subsidiaries within the Group. The company’s shares are listed on Nasdaq Stockholm. For more about LeoVegas, visit www.leovegasgroup.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: LeoVegas AB: First quarter 2019, 1 January– 31 march 2019
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POKERSTARS GALACTIC SERIES PAYS OUT MORE THAN €8 MILLION TO FRENCH, SPANISH AND PORTUGUESE PLAYERS
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Series and Main Event both exceed their guarantees
PokerStars’ has once again smashed expectations in Southern Europe, with the Galactic Series, one of its most popular series for players in France, Spain and Portugal, generating an €8 million prize pool, over €1 million above the guarantee. The prize pool was shared out across 261 events and more than 343,000 entries. The highlight of the series was the Main Event that paid out €365,025 to players across the three weeks.
GALACTIC STAR BATTLES FOR SILVER AND GOLD PRIZES
Throughout the series, players had the chance to get their hands on additional Silver and Gold Passes by opting-in to the Galactic Stars Battle. Players opted in for a PokerStars Ambassador, and all those who chose to support the leading Ambassador each week being entered into a freeroll to win a Silver Power Pass.
In Spain, captains ‘WilloelPillo’ and ‘and1ero’ saw a similar pattern. Willo was victorious in weeks one and three with 327,805 and 250,763 points respectively while Álex ‘and1ero’ Romero took the advantage in week two with 318,631 points and Esteban ‘estiwinho’ Pascual couldn’t reach the top spot in any week.
Silver and Gold Passes can be redeemed as entries to a range of PokerStars Live events throughout the year, including marquee stops at the European Poker Tour (EPT) and the PokerStars Open, which debuted this year and have provided players across Europe with world class poker at accessible price points with lively, grassroots-style atmosphere and entertainment. Closing out the season, EPT Prague starts December 3 and runs until December 14, and will be followed by PokerStars Open Cannes on December 16. Players with Gold or Silver Passes can redeem them for entries at both of these events.
“Once again, we’ve seen players from all over France, Spain and Portugal come together to enjoy the Galactic Series”, said Sandro Forleo, Head of Poker Operations for Southern Europe and Italy at PokerStars. “Our Mega Mystery events, where bounties can be won as soon as late reg closes, proved especially popular and continued to offer something new and enjoyable to players at all experience levels.”
The post POKERSTARS GALACTIC SERIES PAYS OUT MORE THAN €8 MILLION TO FRENCH, SPANISH AND PORTUGUESE PLAYERS appeared first on European Gaming Industry News.
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The eSports World Tournament FIFAe World Cup 2025™ Kicks-Off in Riyadh, Saudi Arabia on December 10!
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Commemorating the start of the tournament, a new in-game update arrives and fans can take part in a campaign launching today in eFootball
Konami Digital Entertainment B.V. (Konami) announces the FIFAe World Cup 2025 featuring eFootball. Kicking off on December 10th in Riyadh, Saudi Arabia, the official eSports tournament is hosted by FIFA® for a live audience and live streamed worldwide. This year marks the second edition of the tournament where a record of 90 countries and regions participated in the preliminaries totalling 16.51 million participants.
eFootball official website: konami.com/efootball…
FIFAe World Cup 2025 is an official eSports world championship co-hosted by Konami Digital Entertainment Co., Ltd. and the Fédération Internationale de Football Association (FIFA®). This year 12 national representatives emerged victorious from regional qualifiers and will now compete in the console and mobile divisions for the tournament’s highest honours and be crowned champions.
For the console division, it will be held in a 2v2 format with players participating in teams of three whereas the mobile division will be a 1v1 format. Both divisions will feature players from 12 different countries where they compete through a group stage and knockout stage before battling it out in the finals.
To celebrate the start of the tournament, users can participate in an eFootball campaign and can obtain free special items. Logging in during the campaign period rewards users with different items.
Additionally, users also receive one player item each day from a curated special player list. Users can also take on a Squad Challenge Event where clearing challenges with specific rules will reward them with various items. The campaign period is from December 4th – December 18th.
Coinciding with this campaign, a new game update has been implemented to adjust game balance and adds various features and gameplay elements to enhance the experience. A new particular feature analyses in-game player tendencies and adds an “Advice” feature where players and coaches provide feedback in real-time that could serve as a catalyst for improvements in tactics.
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Other features and improvements include:
- “Auto Control” which allows the AI to take control when the user is not actively playing. • Adjustments in speed and acceleration for defenders by reducing the extreme disparities against speedy players.
- Acceleration during latter periods of a match with decreased stamina has also been fine tuned to allow players with decreased stamina to maintain their reaction speed even with a reduced stamina.
- Alterations to the “Defensive Awareness” parameter where defenders with high “Defensive Awareness” can now keep up with opponents more effectively even if their acceleration stat is lower.
Access the viewing page from ‘eFootball’ and watch the broadcasts for the Console Division and Mobile Division to earn up to 2,500eFootball points.
Day 1-3
- Console / Mobile
- Viewing Reward: 500 eFootball Points
Day 4 Final
- Console:
- Viewing Reward: 1,000 eFootball Points
- Mobile:
- Viewing Reward: 1,000 eFootball Points
The post The eSports World Tournament FIFAe World Cup 2025™ Kicks-Off in Riyadh, Saudi Arabia on December 10! appeared first on European Gaming Industry News.
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S8UL launches India’s first-ever FGC Talent Hunt Program to discover the next stars in Tekken 8 and Street Fighter 6
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A total of six players will be selected for the six-month program, running from January to June 2026, following the finals of the talent hunt
Selected athletes will receive professional coaching, fully funded participation in Tier-1 international tournaments, complete travel support, a monthly stipend, and integration into S8UL’s content ecosystem
Mumbai, December 4, 2025: S8UL, a global powerhouse in esports and gaming content, has announced a landmark initiative for India’s fighting game community (FGC) with the launch of a first-of-its-kind Talent Hunt Program for Tekken 8 and Street Fighter 6. Running from January to June 2026, the six-month program aims to identify and develop India’s next breakthrough fighting-game athletes through a structured, high-performance ecosystem and position the country prominently on the global FGC map.
Unlike traditional talent hunts, S8UL’s initiative is designed as a development pipeline, focusing on long-term athlete growth rather than one-off competition. From a wide pool of participants across the nation, a total of six players, including two for Tekken 8 and four for Street Fighter 6, will be scouted and selected solely based on their performance in the nationwide qualifiers and finals.
Selected players will receive one of the most comprehensive support structures ever provided in India’s competitive FGC space, including:
- A dedicated professional coach for each game throughout the six-month program
- Fully-funded participation in a minimum of three international Tier-1 tournaments
- Comprehensive travel support covering flights, accommodation, meals, local transport, and tournament registration
- A monthly stipend to ensure athletes can focus entirely on training and performance
- Integration into S8UL’s industry-leading content ecosystem, offering visibility, narrative-building, and community reach to both the players and the fighting game titles
Speaking about the program, Animesh Agarwal, Co-founder and CEO, S8UL Esports, said, “India’s fighting game community has shown tremendous potential but players have rarely had access to a structured environment that supports long-term growth. Through this Talent Hunt Program, we want to change that by giving selected athletes professional coaching, international tournament experience, and the day-to-day support they need to improve. This is not just a short-term project for us—it’s the beginning of a sustained effort to help build a strong foundation for fighting games in India and give our players a fair chance to compete on the world stage”
S8UL today stands as the only Indian esports organization competing across nine leading titles, and it has begun establishing a strong foothold in fighting games as well. After becoming the first Indian team selected for the Esports World Cup’s Club Partner Program, S8UL competed in qualifiers for titles such as Fatal Fury and Tekken 8, underscoring its long-term commitment to the FGC ecosystem.
S8UL’s state-of-the-art gaming house is one of India’s most advanced training and content facilities built to global esports standards. The setup includes structured training schedules, dedicated practice zones, content studios, analytics support, and a high-performance environment that drives discipline and growth. For the FGC Talent Hunt athletes, this access will be transformative. They will train like professional competitors while also learning to build their personal brands through content, storytelling, and community engagement, preparing them to become both top-tier players and future esports personalities.
With fighting games gaining momentum worldwide through major events such as EVO, the Esports World Cup, and the Asian Games, S8UL’s initiative arrives at a crucial moment for the Indian esports ecosystem. The Talent Hunt Program is poised to play an important role in positioning India as a rising force in the global FGC landscape.
Players interested in participating can register here – start.gg/tournament/s8ul-gauntlet/details?utm_source=ig&utm_medium=social&utm_content=link_in_bio&fbclid=PAdGRleAOeRm5leHRuA2FlbQIxMQBzcnRjBmFwcF9pZA8xMjQwMjQ1NzQyODc0MTQAAacpQXYhiJrLqlKmzwd17yHb8kmDHaXK8HAYTh5ltYtSyZqF5OSnaP6oHxgrtw_aem_ps-_uz-8aMSR5Nqa3IgPjA
The post S8UL launches India’s first-ever FGC Talent Hunt Program to discover the next stars in Tekken 8 and Street Fighter 6 appeared first on European Gaming Industry News.
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