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How did COVID-19 impact on online casinos in the world
Content:
Afloat: which areas remained “in the black”
The epidemic of gambling: how online casino traffic has changed
Where is the highest traffic?
High attendance, but low revenue?
Gambling іsolation
Casino content strategy
Final word
As sociologists and economists continue to make predictions for life after the COVID-19 pandemic, the middle class is already faced with the unexpected economic challenges that the new disease has brought. And the poorer the country, the more painful the consequences for the middle class.
Today the epidemic has tied people’s hands even tighter: incomes have declined or frozen, the shopping opportunities have become smaller, and small and medium-sized businesses are calculating losses. Nonetheless, not all niches were affected by the epidemic. And some are even experiencing highs in terms of revenue and traffic.
Afloat: which areas remained “in the black”
As long as many people are forced to stay at home, as the WHO and the government ordered, the only “window to the world” remains the Internet. With it, users communicate each other, have fun, develop themselves… and work. Just look at these figures: in recent months, the number of visits to online resources has increased by 50-70%. At the same time, the commercial income of companies providing such resources increased 5 times.
And given the increased demand for online services, it’s logical to assume that companies of various Internet platforms will be in trend. And of course, online platforms will take advantage of this and will attract new users. What sources began to enjoy huge popularity:
- Online learning platforms and courses
- Online dating
- Adult industry
- Online games
- Webcam
- Gambling
- Online cinemas
Interest in cryptocurrency exchanges and trading platforms has also grown. And of course, this affects the traffic. In particular, on the traffic of online casinos.
The epidemic of gambling: changes in online casino traffic
As many people stayed home, online traffic quickly rushed up. All Internet resources felt change. Gambling platforms began to attract hundreds and thousands of new visitors. The boom in online casinos is also explained by the fact that many land-based casinos haunters have switched to online platforms. More players began to appear in poker rooms, at the same time, online poker tournaments are held more often. Some countries decided to take advantage of this: Belarus officially legalized the online casinos, and Armenia decided to wait with the prohibitions on gambling on the Internet yet.
According to some reports, the traffic of gambling resources increased by 10-15%. And in March, the traffic of online casinos and poker rooms surpassed even the highest jumps in the last three years. But a gradual decline is expected in April. Someone will just get tired of playing, and somewhere will be more stringent online gambling rules.
Where is the highest traffic?
If land-based casinos are faced with serious challenges, then online gambling allows them to level losses and equalize their position. However, much depends on the state and the rules for online gambling. And if some countries limit the work of an online resource, such as Latvia or Austria, then others regulate and establish new rules. In which countries are the most favorable conditions for the growth of gambling resources traffic:
- Italy
- Spain
- India
- Philippines
- Belarus
- Georgia
- USA
No less positive dynamics in terms of growth is observed in the CIS countries, in particular Russia and Ukraine. But other countries, on the contrary, have greatly blocked the air of Internet platforms. A striking example is Latvia. This country, not only declared war on online gambling but also created a stalemate with jobs in this industry: many people have already lost their jobs. Anyway, as in other business areas. Georgia also stated that online casinos will be limited, and although in Armenia didn’t begin to close online casinos, the authorities say that it’s wrong and gambling resources should be banned.
High attendance, but low revenue?
While the attendance of online resources goes off scale, the financial aspect has not so positive changes. Especially for countries with an unstable dollar course. The situation looks like this: the price of oil is falling, and the dollar is growing, against the pandemic. This can provide good opportunities for those who receive income in dollars, but cause difficulties in costs. For example, on the gambling platforms of post-Soviet countries, players make deposits in rubles or hryvnias. But marketing costs are priced in dollars. And this causes problems.
Analysts from H2 Gambling Capital predict that global revenues of gambling operators may fall to the level of 2016. This is due to the closure of many operators, the restriction of the online casinos by the authorities and the crisis with dollars course. In general, the situation with the profitability of online gambling amid a pandemic is ambiguous. On the one hand, the dollar threatens the gaming industry with new losses. On the other hand, the operators of the top online casinos, like Queenofluck, note an increase in the number of players by 40%, and the number of bets by 20%. However, the gross income of operators remains at the same positions.
Gambling іsolation
Coronavirus affected all areas of society. Including gambling, of course. And we can’t forget about many cases of speculation on pandemics and marketing strategies. Operators are trying to attract more new players. For instance, by a variety of tournaments, promotions. At the same time, some platforms increase the bonus program, others promise more opportunities for betting. And it works.
Interest in gambling has already skyrocketed due to the pandemic. People sit at home, many of them are bored, they try to distract themselves or even try to increase their income through online games. Especially if the casino offers interesting content and reasons for a good mood, like bonuses, for example. Some operators try to interest visitors more.
Casino content strategy
Affiliates take advantage of the epidemic. In particular, thanks to the keywords associated with the epidemic and thereby improve the ranking of their web resources. Affiliates play one of the key roles in promoting online platforms. But far from all operators will like the speculation strategy amid the crisis. Gaming Innovation Group has even developed special software to track the activities of affiliates.
An important factor was the theme of the games and the casinos. The fact is that with the isolation and disturbing events, people subconsciously look for something action-packed that would add adrenaline. Therefore, the developing games are aimed at plot, extraordinary and relevance today. Slots on the theme of the apocalypse, bacteria and viruses, blockades and other anti-utopian motifs are becoming more and more interesting. And this means that the classical approach is losing its relevance. Users come to online casinos for new experiences. And the game developers, as well as the casinos, have a new task: to create truly fascinating content. It’s worth noting that many have already succeeded.
Final word
Coronavirus launched a chain of irreversible changes in all areas of society. And many of them brought crisis consequences, in particular for the middle class. Some areas of the business were in severe stagnation with enormous losses. But some online platforms, on the contrary, have experienced a serious rise. Educational content, insurance, as well as adult and gambling industry turned out to be in the wake of popularity. Gambling deserves special attention. People want at least a little distraction from problems for a couple of gambling sessions.
Companies providing such entertainment also try to follow trends and increase their audience. Someone does this through a new marketing strategy, someone develops topical games, and someone uses the popularity of coronavirus queries to their advantage. Honest casinos increase their audience due to a thoughtful bonus program. An important factor is the attitude of the state to online gambling. And despite the growing popularity of online entertainment, online gambling is also going through hard times in some places.
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GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline
GamCare’s National Gambling Helpline received a record 55,228 calls and online chats from people experiencing gambling harm in 2023-24 – a 25% increase from the previous year – according to the charity’s Annual Report.
In a year marked by uncertainty over the future shape and structure of the gambling harms treatment sector following the previous government’s white paper on gambling reform, the charity continued to prioritise those at-risk of, or currently experiencing, gambling harm.
Of all calls and online chats that were responded to on GamCare’s Helpline in 2023/24, 41,070 (74%) were classed as supportive interventions. This includes supporting people with initial guidance and advice as well as delivering a seamless entry point into structured treatment services, with individuals completing treatment reporting a significant reduction in gambling-related distress and financial harm.
In March 2024, the Office for Health Improvement and Disparities published an assessment of the gambling treatment system, highlighting that 57% of individuals engaging in treatment were referred by the National Gambling Helpline. This underscores the Helpline’s critical role in connecting people to the support they need. Over 9,100 free treatment sessions were delivered in the year to April 2024, with an average of just 2.1 days’ wait from point of referral.
GamCare’s targeted programmes aimed at young people, women, and the criminal justice system provided training on how to spot the signs of harms and where to signpost into support for 10,344 professionals, and education for 53,324 young people, children and parents. The Women’s Programme, in partnership with organisations such as Refuge, trained 3,813 professionals to recognise and address gambling-related harm among women.
Margot Daly, Executive Chair of GamCare’s Board, says: “Throughout a challenging year and with heightened demand for our services, GamCare’s staff have got on with the job of preventing harm where possible and treating harm where necessary. While we expect important changes in the gambling harms landscape, we have been determined not to let this uncertainty affect our relentless focus on the people who really matter – those at-risk of or currently experiencing gambling harms.
“I would like to thank and pay tribute to our frontline staff who provide 24/7 support for all those at risk or in distress. I also want to thank GamCare’s senior executive team who have steered GamCare through a period of sustained change, and to my fellow trustees for their guidance, unwavering support and the time each has dedicated to ensuring that the charity stays on course and on mission.
“As we look ahead to how the future of the gambling harms sector is shaped, we are committed to working proactively with the NHS and other partners and commissioners to ensure that people are continually able to receive the right support at the right time.”
The post GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline appeared first on European Gaming Industry News.
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Kambi Group plc repurchase of shares during 18 December – 23 December 2024
Kambi Group plc (“Kambi”) has during the period 18 December to 23 December 2024 (the “Buyback Period”) repurchased a total of 40,000 ordinary B shares (ISIN: MT0000780107) as part of the share buyback programme, within the mandate approved at the Extraordinary General Meeting on 20 June 2024 (the “Programme”).
The objective of the Programme is to achieve added value for Kambi´s shareholders and to give the Board increased flexibility with Kambi´s capital structure by reducing the capital. The Programme is being carried out in accordance with the Maltese Companies Act, EU Market Abuse Regulation No 596/2014 (“MAR”) and other applicable rules.
During the Buyback Period, Kambi repurchased a total of 40,000 ordinary B shares at a volume-weighted average price of 99.13 SEK. From the beginning of the Programme, which started on 6 November, until and including 23 December 2024, Kambi has repurchased a total of 344,000 ordinary B shares at a volume-weighted average price of 104.94 SEK per share.
During the Buyback Period, Kambi has repurchased shares as follows:
Date | Aggregated daily volume (number of ordinary B shares) |
Weighted average share price per day (SEK) |
Total daily transaction value (SEK) |
18 December 2024 | 10,000 | 100.00 | 999,967 |
19 December 2024 | 10,000 | 99.39 | 993,929 |
20 December 2024 | 10,000 | 98.86 | 988,588 |
23 December 2024 | 10,000 | 98.26 | 982,562 |
All acquisitions have been carried out on Nasdaq First North Growth Market in Stockholm by Carnegie Investment Bank AB on behalf of Kambi. Following the acquisitions and as of 23 December 2024, Kambi’s holding of its own shares amounted to 344,000 and the total number of issued shares in Kambi is 29,903,619 ordinary B shares. Under the Programme Kambi is authorised to repurchase a maximum of 3,127,830 ordinary B shares, up to a maximum amount of €12.0 million.
A full breakdown of all transactions carried out during the Buyback Period is attached to this announcement.
Information on the Programme is available on Kambi’s website, https://www.kambi.com/investors/share-information/
The post Kambi Group plc repurchase of shares during 18 December – 23 December 2024 appeared first on European Gaming Industry News.
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8Bit Creatives Joins Forces with ESFI as Talent Partner for WAVES Esports Championship 2025
The Esports Federation of India (ESFI) has joined forces with 8Bit Creatives, India’s leading esports consulting and talent management agency for the WAVES Esports Championship 2025 (WESC25). Through this collaboration, both organizations will work together for the content creation, amplification and reach of the WESC25 and take it to India’s massive youth population.
Organised by ESFI, WESC 2025 is a key initiative supported by India’s Ministry of Information and Broadcasting aimed at contributing to the growth of the nation’s burgeoning esports industry & creator economy. This event will be part of one of the Create in India Challenges by the Ministry of Information and Broadcasting under the esteemed World Audio Visual & Entertainment Summit (WAVES).
With a roster that includes some of India’s most influential gaming content creators, 8Bit Creatives will leverage the creativity and popularity of its talent to amplify the event’s visibility. Their creators, including Naman Mathur (Mortal), Payal Dhare (PayalGaming), Raj Varma (Snax), Kaashvi Hiranandani (KaashPlays), and many others, will host and participate in various engaging activities while interacting with fans to enhance the overall reach and excitement surrounding WESC 2025.
“WESC 2025 represents a tremendous leap forward for the Indian esports community. We are delighted to have 8Bit Creatives and their popular gaming creators on board, whose expertise will undoubtedly help amplify the event’s reach and impact. With qualifiers in full swing, we’re eagerly anticipating fierce competition as India’s top athletes strive for a place on the grand stage in February,” noted Mr. Lokesh Suji, Director of ESFI & Vice President of the Asian Esports Federation (AESF).
Sharing his thoughts, Animesh Agarwal aka 8Bit Thug, CEO and Co-founder of 8Bit Creatives said, “WAVES 2025 marks a groundbreaking chapter in India’s esports journey, and we’re thrilled to be the talent partners driving this initiative. As one of India’s leading talent hubs in gaming and esports, 8bit Creatives brings unparalleled energy and scale to WAVES 2025. This is more than a partnership; it’s a platform to showcase the potential of esports as a viable and celebrated career path while underscoring the government’s support for our rapidly growing gaming and creator economy. With our creators and innovative content strategies, we’re here to make history together!.”
WESC 2025 will feature competitive tournaments in popular titles such as eFootball and World Cricket Championship (WCC), played across four phases and Grand Finals. Notably, the winner of the eFootball tournament (Phase 1), MrTomBoy, won the bronze medal at the Asian Esports Games, Bangkok, showcasing WESC’s talent potential. Committed to inclusivity, the event is gender-inclusive, with qualifiers for eFootball (Phase 2) and WCC3 (Phase 1) already underway. Upcoming registrations include eFootball Phase 3 (Dec 18 – Jan 1) and WCC3 Phase 2 (Dec 15 – Dec 26).
8Bit Creatives’ esports and content division, S8UL, made history by winning the ‘Content Group of the Year’ award for the third consecutive time at the Esports Awards 2024, remaining the only Indian organization to achieve any Esports Award. Earlier this year, founders Animesh Agarwal, Naman Mathur, and creator Payal Dhare also joined Prime Minister Narendra Modi in a roundtable discussion on India’s gaming industry, showcasing 8Bit’s pivotal role in advancing esports and fostering a sustainable ecosystem for gaming content creators.
The post 8Bit Creatives Joins Forces with ESFI as Talent Partner for WAVES Esports Championship 2025 appeared first on European Gaming Industry News.
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