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Danske Spil’s H1 Revenue Declines

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Danske Spil, the state-controlled gaming operator in Denmark, has witnessed a moderate reduction in its year-on-year gross gaming income in the first half of the year – mainly because of its move to divest its stake in CEGO, a games development studio proved pivotal. The mounting costs also played a part in the decline of the net profit.

The company recorded a revenue for gross gaming for the 6 months to the 30th of June, 2019 totaled DKK2.49 billion (£301.3 million/ €333.9 million/ $367.6 million), down from DKK2.54 million last year.

The company spokesperson said this was because they sold their stake in CEGO to the original owner of the studio and the private equity fund through Equity III. The sale happened towards the end of June, with the company selling off a whopping 60% of the stake they bought in 2014 for a sum that was never disclosed.

With regards to the ongoing operations, income from the lottery division of Danske Lotteri Spil also dropped from DKK1.37 billion to DKK1.24 billion. This is still the company’s major source of income as it what’s been keeping them afloat.

Revenue from the online gaming division of Danske Licens Spil rose from DKK977 million to DKK1.06 billion. However, slot manufacturer business and the gaming hall Elite Gaming offered an extra DKK188.9 million in income, flat year-on-year.

On the other hand, the operator saw their income from Swush fantasy sports business reduce from DKK8.5 million to DKK3.9 million.

Talking about the results, Susanne Mørch Koch, Danske Spil’s chief executive, was of the opinion that the results were okay and expressed satisfaction with the performance in the first quarter. She added that the company was fully committed to improving its digital offering.

Koch specifically mentioned the acquisition of Tivoli Casino, the online casino that is named after the amusement park in Copenhagen, as an important highlight in the time.

“We have succeeded in maintaining the healthy operation of the company and at the same time continuing and intensifying our digital development, which further strengthens Danske Spil’s position with our customers and helps to grow Danske Spil’s market share,” Koch said.

“At the same time, we have completed two large transactions and thus strengthened our core business. Danske Spil took over Tivoli Casino and sold its share of CEGO; a sale that took place on terms that were very satisfactory for Danske Spil and our owners.”

The expenditure at Danke Spil also saw a reduction from DKK1.78 billion in 6 months of 2018 to DKK1.67 billion in 2019. Staff costs increased from DKK136.7 million to DKK148.9 million, while write-downs and depreciation rose from DKK81.5 million to DKK126.1 million

Danske Spil was able to save cost in other areas, with other external expenditure cut from DKK399.7 million to DKK359.9 million.

However, in spite of reduced overall spending, profit before tax reduced from DKK1.16 bilion to DKK1.05 billion, while net profit for that period dropped from DKK928.0 million to DKK872.8 million.

Peter Gæmelke, the operator’s chairman said the results were quite satisfactory.

“We have succeeded in having a solid operation while also making significant changes in the way we do things in Danske Spil,” he went on to explain. “We on the board would like to emphasise that the business has continued its digital transformation, while at the same time focusing on our core business, and remaining the best and most available gaming company in Denmark.”

“I am pleased that we have also taken significant steps in 2019 to ensure that we live up to these goals.”


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: Danske Spil’s H1 Revenue Declines

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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F1 Esports: another four races in Stockholm for Scuderia Ferrari HP

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The F1 Sim Racing championship is back in the Stockholm arena (Sweden) for Event 2 of 2025. After the opening four races in January, the Scuderia Ferrari HP Esports Team drivers are confident and ready to score points to be front runners during the second part of the season.

A complicated start – After memorably winning the constructors’ world championship in the 2023/2024 season, Bari Broumand and Nicolas Longuet struggled to repeat that form in the opening event of the year, even if the former secured a stunning win at the Bahrain circuit. Apart from that, there were complications in either qualifying or the race in Australia, China and Saudi Arabia which means the team is currently fifth in the constructors’ standings, 50 points off the leader. It’s a big gap but not an insurmountable one, with eight races remaining.

The calendar – Event 2 takes place from 11 to 13 February and features races on the classic European tracks of Silverstone, Spa-Francorchamps and Zandvoort, as well as the United States GP in Austin. It’s an important step on the way to the final, which runs from 25 to 27 March, with the Grands Prix in Mexico, Brazil, Qatar and Abu Dhabi.

The post F1 Esports: another four races in Stockholm for Scuderia Ferrari HP appeared first on European Gaming Industry News.

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Grace Media bolsters senior team with new hires and promotions

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Grace Media, the leading provider of white-label online gaming solutions, has strengthened its senior leadership team with two new hires and two promotions.

James Goodliffe joins as Head of Sportsbook, a role to which he’ll bring more than 25 years of experience at some of the biggest names in the industry, including Ladbrokes, Gamesys and LiveScore Group.

Also joining the Grace Media team is Frazer McNaughton, as Head of Compliance, having previously held safer gambling roles at companies including William Hill and Midnite.

Grace Media has also promoted two existing staffers to senior positions. Chris Prentice assumes the new role of Head of Revenue & Commercial Partnerships, where he’ll be tasked with expanding the company’s portfolio of partners.

And Gary Barber becomes Grace Media’s new Marketing & Operations Director, expanding his remit to include a focus on ROI within the marketing spend.

Grace Media CEO Warren Jacobs said: “It is exciting to see the Grace Media team growing, and these appointments reflect our commitment to delivering the very best to our partners. James and Frazer add significant experience and know-how, while Chris and Gary are now even better positioned to drive the business forward. With such a strong team in place, it’s set to be a landmark year for Grace Media.”

Grace Media helps some of the biggest gaming brands in the world into the UK market via white-label agreements, as well as providing support across CRM, compliance, payments and fraud protection and more.

Last year, the company partnered with Rollbit for the fast-growing operator’s UK debut.

The post Grace Media bolsters senior team with new hires and promotions appeared first on European Gaming Industry News.

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Esports World Cup Foundation Announces Partnership with Riot Games as VALORANT Joins League of Legends and Teamfight Tactics at EWC 2025

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The Esports World Cup Foundation (“EWCF”) and Riot Games today announced a three-year partnership that will see VALORANT, the award-winning 5v5 tactical shooter and one of the world’s most popular esports, make its highly anticipated debut at the Esports World Cup 2025, alongside the return of League of Legends and Teamfight Tactics (TFT).

As the leading titles in their respective genres, all three games will showcase the best clubs, players and talent the esports world has to offer when they come on stage in Riyadh this summer. League of Legends fans can look forward to an international event featuring the best teams battling it out for prestige on a global stage and a life-changing prize pool; VALORANT will bring together some of its most compelling players for the largest major tournament outside the VCT structure; and TFT will provide opportunities for top, international talent to compete in an exciting team format.

The collaboration strengthens the EWC’s position as a global platform for the industry’s most influential games, uniting top esports titles under one competitive banner to expand their reach, engage new audiences, and shape the future of esports as mainstream entertainment. The addition of VALORANT further solidifies this mission, bringing one of the most impactful games to the esports ecosystem in recent years to the event. To date, 23 tournaments in 22 games – including first-person shooters, MOBAs, battle royales, real-time strategy and fighting games – have been announced for 2025, with more to come.

In addition, the agreement includes a global commercial partnership between EWCF and LOL Esports, the VALORANT Champions Tour (VCT), and the TFT 2025 competitive circuit. Kicking off at VCT Masters Bangkok on February 20, 2025, the collaboration will feature EWC in-broadcast activations at LoL Esports, VCT, and TFT global LAN events.

“Riot Games has shaped the cultural impact of competitive gaming, transforming esports into a global entertainment force,” said Fabian Scheuermann, Chief Games Officer, Esports World Cup Foundation. “With League of Legends’ iconic World Championship – which continues to set new standards for immersive experiences, VALORANT’s cultural collaborations, and Teamfight Tactics’ community-driven events, Riot has pioneered an ecosystem far beyond competition. By bringing these titles to the Esports World Cup, we are not just celebrating elite gameplay – we are, together, expanding esports as a global entertainment movement, creating deeper connections with fans across gaming, music, and digital culture.”

League of Legends, one of the world’s most popular games with 100 million active monthly players, delivered a standout moment at the EWC 2024 Grand Final as esports legend Lee “Faker” Sang-hyeok led T1 to victory in front of 12.5 million viewers online and thousands of fans in Riyadh. Meanwhile, in the Teamfight Tactics Grand Finals, T1 fell just short, as Wolves Esports, representing English Premier League club Wolves, claimed the title with a 3-1 win, led by MVP Li “LiShao” Chengyu.

Esports World Cup 2025 will once again unite gaming and esports communities in Riyadh, Saudi Arabia, for a global competition that will crown the next Esports World Cup Champion. The tournament’s unique cross-game format will reward clubs and players competing for a life-changing prize pool across a mix of platforms and genres, bringing together esports’ best teams, players and games under one banner in the largest-ever celebration of esports.

The post Esports World Cup Foundation Announces Partnership with Riot Games as VALORANT Joins League of Legends and Teamfight Tactics at EWC 2025 appeared first on European Gaming Industry News.

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