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STATE OF PLAY – Frank Fahrenkopf interviews Martin Storm on the industry state of play

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Frank Fahrenkopf, former Founder & President of American Gaming Association, and current Non-Executive Director, BMM Testlabs interviews Martin Storm, BMM’s CEO on the industry state of play.

Fahrenkopf:
BMM’s 2019 business performance has been strong after an impressive 2018. What do you attribute continued growth to?

Storm:
Frank, BMM continues to outperform. We maintain our emphasis on test and certification, everywhere around the world for gambling products. We remain focused on organic growth – Revenue up 29% and EBITDA up 46% in 2018, and 2019 looks very good too. For the longest serving gaming lab that’s operated successfully for nearly 40 years, we repeatedly outperform our segment CAGR of 5-6%.

We continue to rate first among global labs for quality of testing, time-to-market and customer service. We rate first because of our people, our talented leadership, management and staff. It’s truly a privilege to work with them all, as their professionalism, commitment and care make growth happen for BMM. What a differentiating factor they are.

Fahrenkopf:
The gaming testlab market around the world is dominated by BMM and GLI, who certify more than 80% of all gaming products. Even with GLI’s acquisition of NMi in Europe, it seems that BMM is growing appreciably in the online test segment. How did that happen?

Storm:
In the early years I did not want to invest in the online test segment due to our focus on U.S. licensing and U.S. legislative restrictions, even though we wrote the first comprehensive set of gaming standards for Online Gaming in 2001. We had a look at TST some 10 years ago as a possible acquisition but the culture and numbers didn’t work for us. Then GLI’s acquisition of NMi in 2017 made available some very talented staff who chose BMM as their new home. We committed to them and their results have been remarkable.

Our European online business is growing at some 40% CAGR and can continue to do so into foreseeable future. Large online customers wanting to go everywhere can only choose BMM or GLI in online, so we are both competing actively for that business, and we win our fair share.

Fahrenkopf:
Speaking of GLI, while BMM has been very strong in international land-based testing markets for many years, it still remains the challenger brand in the U.S. Now that the jurisdictional gap between the companies has closed materially in the U.S., what should we expect next?

Storm:
Any major supplier in the U.S. that wants its slot machines and gaming systems certified, understandably wants a certification process that covers all the jurisdictions in a market to maximize product sales opportunities, without having to spend additional funds to test a second time for a handful of jurisdictions not initially covered. Because only GLI has complete jurisdictional coverage, it has essentially guaranteed itself of the vast majority of business within North America. While BMM is working on the last handful of tribal jurisdictions (from more than 300), GLI continues to offer free tools and services for jurisdictional exclusivity, effectively depriving major suppliers of competition among gaming labs, costing those same suppliers millions of dollars per annum. The time for real competition amongst labs in the U.S. is now, and its nearly here.

Fahrenkopf:
Has this exclusivity enjoyed by GLI served the U.S. gaming industry?

Storm:
It has certainly served GLI very well. James Maida, CEO and Owner, and Kevin Mullally, VP of Government Affairs, have worked very closely together in many jurisdictions over many years now developing regulatory relationships that have maintained those exclusive positions. When combined with their government lobbyists and tribal representatives, James and Kevin have been a very formidable and intimidating team.

But to answer the question directly, no, I don’t believe GLI’s continuing, effective monopoly for Class III games certification has served the gaming industry well. Having only one lab that can test for all jurisdictions in the U.S. has been inordinately expensive for gaming suppliers and operators, as a material inefficiency in the gaming industry. Industry experts have told us that testing costs have been too high for too long. With competition limited, testing performance has been slow – it seems to have taken GLI more than 10 years to make process and quality improvements in pursuit of BMM’s performance. And we know that testing quality is lower in markets serviced by only one gaming lab, as evidenced by the high number of product revocations. In my opinion, and others, GLI exclusivity in just a few gaming markets is the premium paid for by the gaming suppliers and their operator customers, and also regulators through administration and management overheads.

Fahrenkopf:
What happened in Illinois – that was huge news?

Storm:
The wonderful news is that BMM is now licensed in Illinois through the new Illinois Gaming Board. This major U.S. commercial gaming jurisdiction will now allow multiple qualified labs to service gaming suppliers and compete for business with the state itself, and the many suppliers who have reached out to me are thrilled. Thanks to all those that supported us all these years.

Fahrenkopf:
So what’s next for BMM?

Storm:
Frank, we are keeping it simple. We continue our focus on land-based gaming testing and certification, and have advanced our position in aligned segments that we can command over time – online and sports betting, machine inspections and cyber security. That combined with market access completion with tribes, enhanced operational coverage, staff development, and productivity evolution will see BMM grow its leadership amongst gaming labs in the U.S. and worldwide.

Fahrenkopf:
Martin, thanks for the update.

Storm:
My pleasure Frank.


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: STATE OF PLAY – Frank Fahrenkopf interviews Martin Storm on the industry state of play

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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BLAST expands into Dota 2 with five events set to be rolled out in 2024/25

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BLAST expands into Dota 2 with five events set to be rolled out in 2024/25

  • BLAST to start hosting regular Dota 2 tournaments in 2024/25
  • First studio event to take place in November 2024
  • BLAST.tv will become new home of Dota 2 esports, platform will allow fans to tailor their viewing experience, get closer to the action and impact the entertainment unfolding before their eyes

Esports entertainment company BLAST has revealed plans to enter Dota 2 with a full schedule of events to be rolled out in 2024/25. BLAST will become the new home of Dota 2 esports through arranging a tournament series focused on unparalleled production quality and game changing fan-first moments.

The tournament organiser will host a first Dota 2 studio event in November, ahead of four events taking place in 2025. The full extent of the new Dota 2 tournament series will be revealed in the summer, where further information on format, prize pool and locations will be shared.

Andrew Haworth, VP of Ecosystems, Valve & Riot Games, said: “We are delighted to be entering Dota 2 and have plans for BLAST to bring a new level of production and excitement that Dota fans haven’t seen before. It’s a game we love as fans and players, we’ve been following closely as an interested tournament organiser for the last few years. As we’ve grown as a business and expand into further titles, Dota has always been on our wish list.

With the recent changes to the Dota ecosystem we feel it’s the perfect opportunity for BLAST to come in, provide the community with the next level of tournaments and become the new home of Dota 2.

“BLAST prides itself on unparalleled production quality and game changing fan-first moments while bringing together the very best teams and biggest superstars to fight it out for glory on the server. We look forward to bringing this approach to the world of Dota 2 and providing fans with the best esports entertainment on offer.”

This strategic move marks a significant expansion of BLAST’s tournament portfolio, further diversifying its offerings beyond its successful ventures in Fortnite (FNCS), Rocket League (RLCS), Counter-Strike, and Rainbow Six Siege.

BLAST.tv, a custom made esports live viewing platform, will add Dota 2 to its offering meaning fans will be able to enjoy a tailor made competitive esports viewing experience and platform. Fans will never miss a key moment of the action with the BLAST.tv interactive timeline feature, which catalogues standout highlights to be replayed instantly on the playback timeline.

The platform has a custom built video player with 4K capabilities and a moderated live chat feature that will enable fans to connect with a like-minded community, where fans will be able to impact the events unfolding before their eyes through interactive polls.

Outside of the live experience, BLAST.tv will be a one-stop-shop for Dota 2 esports fans. Providing them with the latest player stats, team standings, mini-games, news and exclusive content and experiences.

Sign up to BLAST.tv for all the latest news, updates and BLAST’s future plans for Dota 2.

 

The post BLAST expands into Dota 2 with five events set to be rolled out in 2024/25 appeared first on European Gaming Industry News.

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Emma Shilling Receives Visionary Compliance Leader Award in the 2024 Women in Leadership Awards

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SolutionsHub’s Head of Compliance, Emma Shilling, has been recognised at the 2024 Women in Leadership Awards, winning the prestigious Visionary Compliance Leader Award. This recognition celebrates her outstanding contributions, innovation, and unwavering commitment to excellence within the compliance landscape.

The 2024 Women in Leadership Awards celebrate excellence in leadership by meticulously evaluating outstanding individuals and organisations. Through a rigorous selection process based on comprehensive standards, these awards recognise impactful contributions.

This award is a testament to Emma’s remarkable achievements and her leadership excellence, specifically in eGaming compliance. As a compliance leader, she has consistently demonstrated visionary thinking, dedication to sustainability, and a passion for responsible gambling practices within the online gambling industry.

SolutionsHub Director Nick Wright, said “We are very proud of Emma. Her strategic vision, dedication to pragmatic and ethical compliance, and pursuit of excellence underscores our commitment to fostering a culture of compliance and innovation.

“This award reinforces Emma’s reputation as a compliance leader and enhances her credibility within our industry and beyond.”

In response to receiving this award Emma said “I would like to thank those that nominated me and the judges for this honor. To be recognised with this award is immensely satisfying for me personally and a testiment to our teams collective commitment to innovation while furthering responsible gambling practices and maintaining the highest standards of compliance.”

SolutionsHub, a leading compliance consultancy, specialises in tailoring comprehensive solutions for Isle of Man-licensed eGaming businesses. With a seasoned team of industry veterans and former regulators at the helm, SolutionsHub ensures that businesses maintain the highest standards of integrity, transparency, and regulatory compliance in the often challenging online gambling sector.

Emma Shilling is Head of Compliance at SolutionsHub, where she leads the compliance team in delivering bespoke compliance solutions for Isle of Man licensed eGaming businesses.

Note: The Women in Leadership Awards are organized by EMG Publishing Group and recognise exceptional female leaders across various sectors.

 

The post Emma Shilling Receives Visionary Compliance Leader Award in the 2024 Women in Leadership Awards appeared first on European Gaming Industry News.

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ESL FACEIT Group Partners with s1mple for Launch of Play Like s1mple Project

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The Legendary Counter-Strike Star’s Educational Program Will Offer 60+ Tutorials and Exclusive FACEIT Features To Help Players Up Their Game.

ESL FACEIT Group (EFG), the leading esports and video game entertainment company, and renowned Counter-Strike player Oleksandr “s1mple” Kostyliev today announced a partnership with Play Like s1mple Project – an educational video series designed to change how players approach mastering Counter-Strike 2.

The program will include more than 60 interactive sessions, with a focus on in-game skill development and strategy as well as out-of-game topics such as career advancement. The program aims to empower gamers of all levels to unlock their full potential in Counter-Strike 2.

“We’re thrilled to launch the Play Like s1mple Project and provide gamers with a unique opportunity to learn from one of the best in the business,” said s1mple. “Whether you’re a casual player looking to improve your skills, better understand the game, and achieve a champion mindset or a great pro aiming to take your game to the next level, this program has something for everyone. I wish someone could have shared these skills with me when I just started my journey in CS.”

Play Like s1mple Project will bring the comprehensive educational program to the global gaming audience in partnership with FACEIT, the leading community platform for online PvP play. FACEIT has been the home of competitive Counter-Strike for more than a decade and will now offer a suite of educational programming that supports the in-game learning experience it offers for casual players and aspiring pros alike. Through this collaboration, Play Like s1mple Project participants will gain exclusive access to FACEIT’s premium features and exclusive on-platform content.

“s1mple’s success, longevity in Counter-Strike and legacy with FACEIT, makes him uniquely qualified to help our global community learn and master their game at the highest level of competition. ” said Fabio Floris, President, Digital Platforms, ESL FACEIT Group. “Viewers will not only pick up the intricacies of top-tier CS, but also insights on what it takes to break into the industry in other ways, including as caster, talent manager, and more.”

Key features of the Play Like s1mple Project include:

  • Unmatched Talent: s1mple, possibly the greatest player in Counter-Strike history, will share his expertise and practical knowledge.
  • Legendary Experience: Comparable to legends like Jordan or Messi, s1mple will share secrets and best practices developed over more than a decade of play.
  • Career Development Resources: Gain insights into the esports industry and learn how to turn your passion for gaming into a successful career with guidance from industry experts.

FACEIT Community Support:

  • Join a community of gamers and CS enthusiasts.
  • Get tips and strategies directly from s1mple
  • Connect with like-minded individuals worldwide.

Exclusive Content and Competitions:

  • Access premium content.
  • Participate in tournaments for the community.
  • Have personal communication with s1mple and other top players, providing unparalleled insights into the world of professional gaming.

Registration for the Play Like s1mple Project will open May13 with limited spots available. Visit playlikes1mple.com for more information, and follow All Stars Promo on Twitter or Instagram. For more information on the FACEIT platform, check out eslfaceitgroup.com and follow EFG on LinkedIn.

 

The post ESL FACEIT Group Partners with s1mple for Launch of Play Like s1mple Project appeared first on European Gaming Industry News.

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