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Aspire Global – Interim Report Q1 2020

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Authentic GaAspire Global - Interim Report Q1 2020ming Partners with Aspire Global
Authentic GaAspire Global - Interim Report Q1 2020ming Partners with Aspire GlobalReading Time: 5 minutes

 

GOOD GROWTH AND PROFITABILITY INCREASE FROM Q4 2019

FIRST QUARTER AND APRIL

Numbers in brackets refer to Q1 2019 unless other stated.

  • Revenues increased by 1.5% to €33.7 million (33.2) and increased by 4.6% from Q4 2019.
  • EBITDA decreased by 14.2% to €5.2 million (6.1) and increased by 19.7% from Q4 2019.
  • The EBITDA margin amounted to 15.5% (18.3%) and increased two percentage points from Q4 2019.
  • EBIT decreased by 24.4% to €3.9 million (5.2) and increased by 24.7% from Q4 2019.
  • Earnings after tax amounted to €2.4 million (4.1).
  • Earnings per share, basic and diluted, amounted to €0.05 (0.09).
  • First time depositors (FTDs) increased by 4% to 123,300 (119,100).
  • In April total trading volumes increased to about €13.5 million, which is about 20% higher than the average monthly trading volume in Q1 2020.

 

SIGNIFICANT EVENTS IN THE QUARTER AND AFTER THE END OF THE QUARTER

  • Proactive measures taken in relation to the spread of COVID-19 in order to reduce health risks for employees and to ensure business continuity.
  • Growth of 4.6% from Q4 2019 driven by robust underlying business with limited impact from the COVID-19 pandemic. As a consequence of the pandemic, players choose online entertainment over landbased and in April total trading volumes increased to about €13.5 million, which is about 20% higher than the average monthly trading volume in Q1 2020.
  • Swift adaption to new regulatory requirements in regulated markets such as the UK in Q4 2019  revenues increased by 35% in the UK and Ireland from Q4 2019.
  • Good business momentum – in B2B core platform three new partner deals signed and two new brands launched, a sport vertical has been added to an existing partner and a successful migration was completed. In B2B games business line six proprietary games were released and two new markets entered – Portugal and Romania through new deals for games.
  • In B2C EBITDA was positively impacted by successful marketing optimizations and the EBITDA margin increased significantly by 4.6 percentage points from Q4 2019 to 13.0%.
  • As of 1 January 2020, a new sub-segment is reported in segment B2B which includes the games business line.
  • Jesper Kärrbrink, former CEO of e.g. Mr Green and Svenska Spel, appointed Chairman of Aspire Global’s subsidiary Pariplay.

 

COMMENTS FROM THE CEO

The good growth and improved profitability in Q1 2020 from Q4 2019 are encouraging and prove our business model to be efficient with a strong offering. Revenues increased by 4.6% from Q4 2019 with a substantial profitability increase as the EBITDA margin grow from 13.5% to 15.5%. In the quarter we saw limited impact from the pandemic. However, as a consequence of the pandemic, players choose online entertainment over landbased, and in April total trading volumes increased to about €13.5 million, which is about 20% higher than the average monthly trading volume in Q1 2020.

The world is going through challenging times during the pandemic. Early in the quarter we took proactive measures to reduce the health risks for the employees and to ensure business continuity. Thanks to a robust underlying business and dedicated employees, service levels remained high. The impact from the cancellation of sports events was insignificant due to a limited exposure to sports and in Q4 2019 sports betting represented about 5% of total revenues. The sequential improvement is mainly due to a strong business momentum.

It is encouraging to see that we have mitigated the impact in Q4 2019 from new regulatory requirements in markets such as the UK and from Q4 2019 revenues in the UK and Ireland increased by 35%. Compliance is on top of our agenda and we know that this is a key competitive advantage.

 

INCREASED PROFITABILITY

EBITDA increased by 19.7% to €5.2 million from Q4 2019 and the EBITDA margin improved from 13.5% to 15.5%, mainly due to higher volumes. Compared to Q1 2019 the lower EBITDA margin is reflecting our strategy to focus on locally regulated and taxed markets where the margin on partner deals are lower. On the other hand, revenues from locally regulated and taxed markets are over time more sustainable with less political risks. The revenue share from taxed, locally regulated or soon to become regulated markets increased from 69% in Q1 2019 to 75%, proving our ability to grow in locally regulated markets with good profitability.

 

With the acquisition of the game aggregator and game studio Pariplay last year, we became the complete iGaming supplier for operators. We clearly see the synergies we get from the integration of Pariplay when its powerful game offering is combined with our leading iGaming platform. We are targeting tier 1 and 2 iGaming operators and have today significant customers and partners such as 888, GVC, Codere and Mr.play. In the quarter, we could see that our recently added partners to our core platform are performing better than they expected, making us confident in the strategy to focus on bigger brands.

 

NEW PARTNER DEALS

During the quarter we have successfully continued the execution of our growth strategy and we have managed to settle a number of new deals and expand our platform and games to new markets, partners and clients. For example, we signed three new partners for our platform and two new brands went live on the platform. We signed two new major deals for our game offering and the games were launched in two new European markets; Portugal and Romania. In addition, six proprietary games were launched in the quarter and a French version of the platform was finalized, targeting selected francophone markets. One should note though, that we do not have the intention to apply for a license in France.

 

PLATFORM OFFERED AS STAND-ALONE SERVICE

Our B2B offering has been adjusted to be even more competitive and the platform is now being offered stand-alone or together with the choice of a wide range of services, making the full turnkey solution optional. The adjusted offering is better suited to target large and mid-sized iGaming operators who lack a proprietary platform, or land-based operators who aim to go online – an untapped and important market so far. The interest from potential clients is good and we look forward to progressing these dialogues during the year.

 

SIGNIFICANT GEOGRAPHIC EXPANSION

A key part of our growth strategy is geographic expansion. We are preparing ourselves for license applications in the Netherlands Q1 2021 and in Germany Q3 2021. We are also preparing to launch our games and aggregation platform in four new markets in 2020. We will be targeting Italy and Spain in Q2 2020 and New Jersey and Switzerland in Q3 or Q4 2020. I am of course especially excited by the opportunities in the huge US market.

 

GROWTH THROUGH M&A

We continue our active search for acquisitions and new projects that could broaden the offering for players, enhance the scale benefits of the platform or accelerate the B2B growth. It is our clear target to control more parts of the value chain in order to enable our partners to achieve their full potential. M&A processes have been impacted by the pandemic and slowed down temporarily. Though, we are ready to start these processes again as soon as the society is back to more normal routines.

 

SUSTAINABILITY IN FOCUS

A few weeks ago, we presented our first report according to the GRI Standard. To us, sustainability is mainly about responsibility: actively and credibly ensuring that our business does not attract a vulnerable audience, promotes unhealthy gaming behaviour or condones criminal activity. It is through correct segmentation, balanced marketing, effective gaming tools and proactive support that we can best help players to maintain sustainable consumption patterns based on their original intentions. We are convinced that this is the sustainable way forward, both operationally and financially.

 

OUTLOOK

We have been successful in securing business continuity during the pandemic and continue the execution of our growth strategy, capitalizing on our complete iGaming offering. As a consequence of the pandemic, players choose online entertainment over landbased, and in April total trading volumes increased to about €13.5 million, which is about 20% higher than the average monthly trading volume in Q1 2020. It is not possible for us to say how sustainable or long this effect will be, but thanks to our competitive offering and strong business momentum we are confident in our ability to continue to deliver profitable growth.

Tsachi Maimon,CEO

 

 


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: Aspire Global – Interim Report Q1 2020

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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GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together

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Ready to Fight by Oleksandr Usyk and GR8 Tech have joined forces in a technological partnership that bridges the worlds of sports and innovation.

As Ready To Fight’s exclusive Partner in Tech, GR8 Tech combines its UNrivaled expertise in iGaming with RTF’s experience as the UNdisputed champion’s team to deliver solutions that push boundaries and achieve extraordinary results.

The iGaming industry is a highly fluid environment, very similar to boxing as a competitive sport: The winners in it are strategic thinkers, relentless in preparation and flawless in execution. These qualities unite GR8 Tech and Ready to Fight by Oleksandr Usyk and serve as the foundation of our partnership, empowering GR8 Tech to help its clients achieve UNdisputed success in their own rings,” said Sergey Ghazaryan, CRO at GR8 Tech.

“Our partnership with GR8 Tech is about bringing the boxing world closer through technology and creating something new for fighters, fans, and industry leaders. We’re combining GR8 Tech’s expertise in iGaming with our vision to build a stronger, smarter platform. Together, we’ll be rolling out new features and innovations to bring people together and make the boxing experience better with great tech,” said Oleksandr Usyk, Co-Founder of Ready to Fight.

GR8 Tech’s top-tier Sportsbook and iGaming platform stands out for its scalability, precision, and exceptional performance – qualities that align with Usyk’s UNwavering drive and UNstoppable track record. Just as Ready To Fight by Usyk wins the global boxing market, GR8 Tech excels with UNparalleled event coverage, sophisticated margin management, and a geo-specific approach, providing everything operators need to achieve extraordinary success in any market.

Ready to Fight’s mission to merge technology with boxing comes to life through GR8 Tech’s advanced platform. By leveraging GR8 Tech’s technological expertise, RTF meets the high operational standards of iGaming leaders. Both brands share a data-driven, innovative approach, empowering their audiences to break boundaries and achieve UNprecedented success at the intersection of sports and technology.

This UNdisputedly GR8 partnership marks the start of an exciting 2025, bringing digital activations, exclusive merch, and a groundbreaking product tech collaboration. Stay up-to-date with all the latest news by following GR8 Tech on its website and LinkedIn.

 

The post GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together appeared first on European Gaming Industry News.

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Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands

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Study of almost 4,000 Gen Alpha/Z respondents reveals how brands can best engage the vital but elusive kid and teen audience –

SuperAwesome, the leading youth technology and insights provider, has launched a groundbreaking in-depth study into the passions and fandoms that enable brands and IP owners to forge deeper connections with young audiences.

Kids and teens remain a vital but elusive audience. They shift across a hyper-fragmented media landscape, immersed in (and defining) cultures that move faster than ever before. The long-standing challenge of data scarcity relating to under-18 audiences makes connecting meaningfully with them incredibly difficult for brands.

Conducted among 3,750 under-18s and their parents across the US, UK and Germany, the new research provides critical insights to help brands decode the passions and fandoms that fuel youth audiences. Launched today at the London Toy Fair, ‘Fandoms & Passions: The Antidotes to Hyper-Fragmented Youth Audiences’ reveals that meaningful and lasting relationships are developed throughout childhood and teenhood that impact brand loyalty in this timespan and beyond.

Kate O’Loughlin, CEO of SuperAwesome, said: “The fragmentation of kids’ and teens’ digital behaviors continues to grow, yet the insights on how to engage them have been limited to rudimentary observations of what they interact with online – without understanding the WHY. We conducted this research to uncover the complex drivers of how brands can build real resonance with young audiences.”

Fandoms and Passions – What’s the Difference? 

Passions are hobbies or interests (think gaming, sports, or music). They’re important for self-discovery and shaping individual perspectives, and are primarily focused on the personal connection with an activity or interest. Tapping into passions gives an instant connection to young audiences on a personal level.

Fandoms can elevate this further by adding a social dimension. They’re built around community or consumable content that unites people (think particular video games, film franchises, or a musician, for example). They allow kids to be part of a collective, creating a sense of community and belonging. This shared experience strengthens their connection to the fandom and the brands that interact with them authentically.

How Important Are Fandoms and Passions Really? 

3 in 5 kids engage with their passions daily, and 56% of kids engage with their fandoms daily. On average, young people have 4 passions but only 2 fandoms at any given time due to the social and potential financial investment fandoms require. More than half (55%) of those surveyed said their top fandom had an enormous influence on their daily lives, rating its impact at least 9 out of 10.

How Do Fandoms and Passions Translate Into Engagement Opportunities with Gen Alpha & Gen Z? 

Young audiences are naturally drawn to brands that reflect their values: 74% say they feel more connected to brands that share their passions, while 73% feel more positive about brands that collaborate with something or someone they’re a fan of. Not every brand can create a fandom, but it is possible to leverage passions and collaborate with fandoms to maximize the potential of understanding and connecting with young people.

Kate O’Loughlin, CEO of SuperAwesome added: “With this research, making safe connections to Gen Alpha and Gen Z can be as sophisticated as they are. The ability to take an audience-based approach with youth – rooted in a comprehensive understanding of their values, passions and emotions – is a necessary leap forward to meet the challenge of engaging kids and teens as they rapidly evolve.”

The research highlights that brands that are looking to connect with youth audiences cross-platform can begin with understanding their deep interests, emotional engagement and commitment. 47% of respondents watch content (like on YouTube) and shows (on streaming platforms) related to their fandoms, plus 22% also play games, use apps or buy merchandise related to the fandoms too.

Far from trying to exclude brands from their fandoms and passions, the research shows that 67% of young people think brands could do more to connect with them. It’s up to brands to make sure they do this with a deep understanding of their audience, enabling them to engage with meaning and authenticity.

Download the full report at this link: superawesome.com/identities-fandoms-and-understanding-youth-audiences/

The post Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands appeared first on European Gaming Industry News.

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iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry

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 iGX, a leading voice in the iGaming industry, and Optimove, the #1 CRM Marketing platform for iGaming and sports betting operators, announce the release of a report exploring the transformative role of gamification and Generative AI (Gen AI) in the iGaming industry. This comprehensive study highlights the trends, strategies, and innovations shaping the future of iGaming, providing valuable insights for operators navigating this rapidly evolving landscape.

Methodology: 
iGX Insights surveyed 100 Heads of Marketing, CMOs, Brand Directors, and similar executives from iGaming organizations across Europe to find out how the industry is continuing its gamification efforts and the impact AI is having on iGaming. 

Key Findings Previewed 

The forthcoming report reveals critical insights into how gamification and AI are revolutionizing player engagement, retention, and overall gaming experiences: 

  • Gamification’s Universal Adoption: The report highlights that 100% of surveyed iGaming operators have implemented gamification strategies, underscoring its universal adoption. Popular elements such as achievements, tournaments, and personalized challenges have proven effective in driving player activity and loyalty. 
  • Generative AI’s Growing RoleWith 61% of operators already deploying Gen AI solutions and 39% planning to do so, AI is reshaping iGaming. Applications such as personalized promotions, automated content creation, and predictive analytics are driving hyper-personalization and streamlining operations. 
  • Data-Driven Personalization: The study emphasizes the increasing importance of player data in tailoring experiences. Organizations that leverage data insights effectively can deliver highly targeted content, predict player behavior, and optimize engagement strategies. 

Industry Implications 

The report positions gamification and AI as pivotal to the future of iGaming, enabling operators to deliver immersive, personalized experiences. By integrating these technologies, organizations can foster deeper player loyalty, enhance lifetime value, and remain competitive in a dynamic market. However, the study also addresses the challenges of data analytics and ethical use, which will be critical for sustained success. 

As noted by Pini Yakuel, CEO of Optimove, “Gamification and Generative AI are no longer optional strategies—they are essential for operators looking to thrive in today’s competitive iGaming landscape. This report provides a roadmap for leveraging these tools to enhance player engagement and deliver meaningful, data-driven experiences.”  

Added Gabriela Martins da SilvaContent Director iGX, It’s important to note that implementing Generative AI solutions successfully also requires a strong data foundation. Any gaps in data can lead to inaccurate results, introducing potential risks when deploying these technologies. That said, it’s clear that AI is poised to become a cornerstone of the gaming industry, and the number of companies leveraging Generative AI will only increase in the coming years.” 

The post iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry appeared first on European Gaming Industry News.

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