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Announcement from LeoVegas 2020 Annual General Meeting
The 2020 Annual General Meeting of LeoVegas AB was held on 8 May 2020, at which the shareholders approved the following resolutions.
Adoption of the income statement and balance sheet
The AGM resolved to adopt LeoVegas’ income statement and balance sheet as well as the consolidated income statement and consolidated balance sheet
Distribution of profit and dividend
The AGM resolved, in accordance with the Board of Directors’ proposal, that of the amount available for distribution to the shareholders, totaling EUR 36,317,631, SEK 142,314,158 shall be distributed to the shareholders, corresponding to an amount of SEK 1.40 per share, and that the remainder, EUR 22,758,736 shall be carried forward. In addition, it was resolved, in accordance with the Board of Directors’ proposal, that dividends will be paid out half-yearly in the amount of SEK 0.70 per share, and that the first record date for entitlement to the dividend shall be 12 May 2020, whereby dividends will be paid out via Euroclear Sweden AB on 15 May 2020, and that the second half-yearly dividend record date shall be 12 November 2020, whereby dividends will be paid out via Euroclear Sweden AB on 17 November 2020.
DISCHARGE FROM LIABILITY
The board members and CEO were discharged from liability for the 2019 financial year.
ELECTION OF THE BOARD OF DIRECTORS AND AUDITOR, AND DIRECTORS’ AND AUDITORS’ FEES
The AGM resolved that the Board of Directors shall consist of seven directors and no deputy directors. It was resolved that the Company shall have a chartered auditing firm as auditor.
In addition, it was resolved in accordance with the Nomination Committee’s proposal that directors’ fees shall amount to a total of SEK 2,800,000 including fees for committee work (preceding year: SEK 1,900,000) and shall be paid out to the directors and committee members in the following amounts:
SEK 300,000 for each non-executive director and SEK 600,000 for the Chairman of the Board, provided that he is not an employee of the Company;
SEK 50,000 for each non-executive director serving as a member of the Remuneration Committee, and SEK 100,000 for the Remuneration Committee chair, provided that he or she is not an employee of the Company; and
SEK 50,000 for each member of the Audit Committee and SEK 100,000 for the Audit Committee chair.
In addition, it was resolved that the auditor’s fees shall be paid in accordance with approved invoices.
Anna Frick and Fredrik Rüdén were re-elected as directors on the Board. Hélène Westholm, Mathias Hallberg, Carl Larsson, Per Norman och Torsten Söderberg were elected as a new directors. Per Norman was elected as Chairman of the Board. Robin Ramm-Ericson, Mårten Forste and Tuva Palm declined re-election.
PricewaterhouseCoopers AB was re-elected as the Company’s auditor. PricewaterhouseCoopers AB has announced that Authorised Public Accountant Aleksander Lyckow will continue as auditor-in-charge.
PRINCIPLES FOR APPOINTMENT OF THE NOMINATION COMMITTEE
The AGM resolved to adopt principles for appointment of the Nomination Committee in accordance with the Nomination Committee’s proposal (unchanged principles from the preceding year in all essential respects).
GUIDELINES FOR REMUNERATION OF SENIOR EXECUTIVES
The AGM resolved in accordance with the Board’s proposal to adopt guidelines for remuneration of senior executives.
WARRANT BASED INCENTIVE PROGRAM FOR EXECUTIVE MANAGEMENT AND KEY INDIVIDUALS
The AGM resolved, in accordance with the board of directors’ proposal, to issue a maximum of 1,000,000 warrants, with deviation from the shareholders preferential rights, which may result in a maximum increase in the Company’s share capital of approximately EUR 12,000. The warrants shall entitle to subscription of new shares in the Company.
The warrants shall be subscribed for by the subsidiary Gears of Leo AB, with the right and obligation to, at one or several occasions, transfer the warrants to a maximum of 50 selected members of the management team, senior executives and key employees, at a price that is not less than the fair market value of the warrant according to the Black & Scholes valuation model and otherwise on the same terms as in the issuance.
The subscription price per share shall be determined to 130 percent of the volume weighted average price for the Company’s share on Nasdaq Stockholm during the period of five trading days starting with the day following 12 May 2020.
The warrants may be exercised for subscription of shares during the period from 1 June 2023 up to and including 30 June 2023.
The maximum dilution effect of the incentive program amounts to a maximum of approximately 1.00 percent of the total number of shares and votes in the Company, assuming full subscription, acquisition and exercise of all offered warrants.
AUTHORIZATION FOR THE BOARD OF DIRECTORS TO DECIDE ON REPURCHASE AND TRANSFER OF OWN SHARES
The AGM resolved, in accordance with the Board’s proposal, to authorize the Board of Directors to decide on purchases of the company’s own shares. Share repurchases may be made only on Nasdaq Stockholm or any other regulated market. The authorization may be exercised on one or more occasions before the 2021 Annual General Meeting. The maximum number of own shares that may be repurchased so that the Company’s holding of shares at any given time does not exceed 10 percent of the total number of shares in the Company. Repurchases of the Company’s own shares on Nasdaq Stockholm may only be made at a price within the range of the highest purchase price and lowest selling price at any given time. Payment for the shares shall be made in cash.
The AGM also resolved, in accordance with the Board’s proposal, to authorize the Board of Directors to to decide on transfers of own shares, with or without deviation from the shareholders’ preferential rights. Transfers may be made on (i) Nasdaq Stockholm or (ii) outside of Nasdaq Stockholm in connection with acquisitions of companies, operations or assets. The authorization may be exercised on one or more occasions before the 2021 Annual General Meeting. The maximum number of shares that may be transferred corresponds to the number of shares held by the Company at the point in time of the Board of Directors’ decision on the transfer. Transfers of shares on Nasdaq Stockholm may only be made at a price within the range of the highest purchase price and lowest selling price at any given time. For transfers outside of Nasdaq Stockholm, the price shall be set so that the transfer is made at market terms. Payment for transferred shares may be made in cash, through in-kind payment, or through set-off against claims with the Company.
The purpose of the authorizations is to give the Board of Directors greater scope to act and the opportunity to adapt and improve the Company’s capital structure and thereby create further shareholder value and take advantage of any attractive acquisition opportunities.
AUTHORIZATION FOR THE BOARD OF DIRECTORS TO DECIDE ON NEW ISSUE OF SHARES
The AGM resolved, in accordance with the Board’s proposal, to authorize the Board of Directors, on one or more occasions, during the time up until the next Annual General Meeting, to decide to increase the Company’s share capital through a new issue of shares to such extent that it corresponds to a dilution of a maximum of 10% of the number of shares outstanding at the time of the Annual General Meeting calculated after full exercise of the issue authorization now proposed. A new issue of shares may be carried out with or without deviation from the shareholders’ preferential rights. Shares issued with deviation from the shareholders’ preferential rights shall be issued at market terms. The Board of Directors shall have the right to decide on other terms for the issue. Payment may be made against cash payment, in-kind payment for through set-off against claims with the Company.
The purpose of the authorization is to give the Board of Directors greater scope to act and the opportunity to adapt and improve the Company’s capital structure and thereby create further shareholder value and take advantage of any attractive acquisition opportunities.
For detailed terms regarding the above-described resolutions at the AGM, please refer to the complete proposals, which are available on the Company’s website: 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: Announcement from LeoVegas 2020 Annual General Meeting
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GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together
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
– 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, 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 Role: With 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 Silva, Content 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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