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Companies pivotal to the growth of the iGaming industry in 2020

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Companies pivotal to the growth of the iGaming industry in 2020
Companies pivotal to the growth of the iGaming industry in 2020Reading Time: 7 minutes

 

Evolution Gaming’s unprecedented $2 billion offer to purchase NetEnt sent shockwaves through the iGaming world in June. The merging of the two international powerhouses would dramatically change the landscape of the industry for decades to come.  

The fact that Evolution’s offer represents a premium of 43% on NetEnt’s closing share price on Nasdaq’s Stockholm Exchange the day leading up to the offer speaks volumes about the absolutely incredible potential of the deal. 

It’s not just this pair that are making big moves in terms of mergers and acquisitions in 2020, Flutter Entertainment and The Stars Group, DraftKings and SB Tech have all made the headlines in recent months as they look to monopolise their respective sectors.

There’s an intense spotlight shining on this thriving industry right now, potential investors are no doubt circling development studios like hungry sharks, looking to get their own slice of the action, particularly those studios that are looking to break into the highly lucrative American market in the not so distant future. 

In various States across the US lawmakers are beginning to legalise both sports betting and iGaming, meaning those that have managed to work their way into this fledgling market are set to benefit almost instantaneously from an influx of new players who all have an incredibly strong appetite for what they have to offer.

 

How one key acquisition likely revitalised NetEnt

Despite their dominance in the iGaming sphere NetEnt had suffered year-on-year declines as their share price plummeted from an all time high of 91.25 SEK (Swedish Krona) per share (Around $10.94) in May 2016 to a mere 17 SEK ($1.83) in March of this year. Strangely, despite the gradual decline, NetEnt are not a company in crisis. 

The global powerhouse finds themselves in a comfortable financial position and have seen significant market growth since the prominent acquisition of Red Tiger Gaming, a rising star in the iGaming market that was speculated to have been growing at a rate of 50% at the time of purchase. This, coupled with the iGaming industry’s overall growth in 2020 has led to an astonishing rise in their share price which at the time of this article sits at 83.70 SEK ($9.00).

It does pose the question, was NetEnt’s acquisition of Red Tiger Gaming the catalyst for their significant growth in share price and Evolution’s interest? Or was NetEnt always the end goal for the fellow industry-giants? One thing is for sure, NetEnt, alongside many other iGaming companies have fared well as a result of COVID-19 pandemic, driving punters that would traditionally bet in physical betting shops and casinos to their online counterparts.

There’s no doubt that it’s a fantastic time to be involved with the veteran developer. Their proposed merger with Evolution Gaming will arm the industry leaders with the tools they need to continue releasing industry defining titles such as branded hit Street Fighter ll: The World Warrior slot and the upcoming Gordon Ramsay’s Hell’s Kitchen inspired online slot.

Even before the proposed merger it was clear that both companies would play key roles in the growth of the iGaming industry with their innovative games, but once the pair become one single entity it’s expected that they’ll elevate the landscape beyond what was thought possible.

 

Evolution’s live casino revolution

Like NetEnt, Evolution Gaming are market leaders in their speciality area, live casino games. There are very few companies that can come close to what the veteran developers have achieved over the years, owning a number of fully operational live casino studios in nine different countries across Europe, Canada and the United States.

The award winning studio is renowned for creating a line of innovative game-show style games that are not only fun to play, but are highly exciting to watch on their own, which was always the vision of Chief Product Officer Todd Haushalter. 

In the five years that the Evolution Gaming Chief has been in post he has managed to bring both the glitz and glamour of Las Vegas and the excitement of a live television game show to millions of computer screens around the world with standout releases such as Dreamcatcher, Monopoly Live, Mega Ball and most recently Crazy Time. 

Their unique stable of hybrid live casino games utilise charismatic live presenters, 3D graphics, augmented reality and new and exciting mechanics not seen anywhere else.

Not satisfied with just one facet of the iGaming industry, Evolution’s future acquisition of NetEnt will see them completely dominate almost every aspect of the iGaming landscape. Utilising NetEnt’s expansive IP will allow them to further build on an already impressive portfolio.

We don’t expect any more big releases from Evolution in the coming months as they turn their attention to fine tuning titles they already offer ahead of US expansion. The company is laser focused on reaching new customers in states that legalise gambling, and with a merger in tow we expect them to be the most influential and important iGaming company of the new decade.

 

The best of the rest – iGaming development studios to keep an eye on

It would be unfair to look solely towards NetEnt and Evolution Gaming as the companies that will drive the iGaming industry forward as the year progresses, because there are a number of other talented studios out there that are breaking boundaries and have a big part to play.

Australian developer Big Time Gaming certainly deserves the plaudits this year for creating what will undoubtedly be the next big thing in online slots, Megaclusters. Why are we so sure about that? Because Big Time Gaming are the company behind what’s arguably the most licensed online slot mechanic of all time, Megaways. 

We’re genuinely surprised how simple the Megaclusters concept is, rather than traditional slot reels the game is played in a 4×4 grid with 16 symbols. When matching symbols land they split into smaller pieces, bringing more winning combinations into the game which then split again and again with up to 64 symbols in play at any time. 

Just like with Megaways, Big Time Gaming have once again taken something simple and transformed it into a game changing mechanic that elevates a title to new heights in terms of engagement and excitement. Chief Exec Nik Robinson has already announced that Megaclusters will be licensed out, so expect to see a number of new games utilising it in the not-so-distant future. 

Elsewhere, Play’n GO continues to release a string of incredibly popular online slot games each and every month, even expanding the universe of their hugely popular Rich Wilde series by introducing a brand new hero (and daughter of the talismanic mascot), Cat Wilde.

Interestingly, the veteran developers have also decided to roll back the years by developing a branded slot based on a famous skateboarder. Long gone are the days since Tony Hawk titles were all the rage, so for the developer to feature 6-time World Skateboarding Champion Nyjah Huston in his own game is quite a unique throwback that could well pay off.

The move isn’t quite as big as Ganapati’s capture of Usain Bolt, which led to the belief that 2020 would be a huge year for the fairly inconspicuous Japanese iGaming company.

The athlete is set to star in his own online slot which was highly publicised at iGB Affiliate conference in London at the start of the year, however questions have arisen as to whether it will materialise after the company were forced to surrender their Malta gaming licence amid rumours of an alleged investment scam and debts earlier this Summer. 

The game was originally due to release in tandem with the start of the 2020 Olympic Games in July, however the release date has been quietly moved to August 21st by way of a cover photo update on Facebook and Twitter. If the company’s troubles are behind them then they could well still be on for a good year as they look to really break into a European market with this game. 

 

Who are the big brands expecting further growth in 2020? 

888 Holdings looks to be one of the big winners in what has been a troubling year so far. The veteran company announced last month that they expect their full year earnings to be significantly ahead of expectations as revenue rolled in, despite a distinct lack of sports betting. 

The natural shift to online betting as a result of the COVID-19 pandemic has undoubtedly benefited the world-renowned company who offer casino, poker, bingo and lottery games in Europe and the United States.

The recent news that 888 Holdings has extended its technology contract with Delaware’s online casino and poker monopoly in the United States has also come as welcome news to investors as the company no doubt sets itself up nicely to grow as new states legalise gambling.

Boston-based daily fantasy sports contest and sports betting provider Draftkings are another company worth keeping an eye on, despite seeing a slight fall in the value of their shares recently. Up until last month the company’s share price had surged after becoming a publicly traded company.

Chief Financial Officer Jason Park recently told investors that even with their recent dip Draftkings’ revenue was up 30%, and would have been up 60% if it were not for the pandemic. Unique players have risen to 720,000 per month, which is up 16% from 619,000 at the same time a year prior. With sports returning around the world in some form or another further growth is very much expected.

The merger between Flutter Entertainment and the Stars Group in May also represents one of the biggest moves in the industry and we thoroughly expect them to continue to dominate the sports betting scene with Paddy Power Betfair, Sky Betting and Gaming and Fox Bet at their disposal. If they can somehow capitalise on the renewed interest in online poker then 2020 could prove a good year for their leading poker brand, PokerStars as well.

 

Will the industry come out of the COVID-19 pandemic stronger?

The COVID-19 pandemic has thrown almost every worldwide industry into chaos, however iGaming hasn’t faltered, having enjoyed an increase in revenue worldwide thanks to the massive migration of players from land-based casinos onto the internet. 

This migration should act as a catalyst for land-based operators to look at how they can innovate, integrate and adopt online gaming as part of their revenue stream especially in the states such as New Jersey where online gambing is already prominent.

Over in the United Kingdom, the world’s iGaming hotspot, the return of sports betting has boosted revenue for many operators following a reported fall in gambling participation in the month of May. 

However, the cash injection wasn’t particularly needed as online slots revenue had jumped by a generous 29.4% with monthly revenue sitting at £184.3m. 

Despite the positive financial outlook for operators in the United Kingdom there are clouds on the horizon as lawmakers push for tighter regulation of online gambling. However whether anything game-changing materialises from these calls remains to be seen.

Ultimately, the growth of the iGaming industry rests on the shoulders of lawmakers in key countries such as the United States and the United Kingdom, as well Germany, Sweden and Australia, where online gambling has the potential to be a huge money-spinner. If a safe and sensible approach can be taken there’s no doubt that the only way for all involved is upwards.


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: Companies pivotal to the growth of the iGaming industry in 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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OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs

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The top 8 teams battle for a spot at the Split 2 LAN finals on May 31 and June 1

The stage is set for the OMEN VALORANT Challengers South Asia 2025 Split 2 (OMEN VCSA Split 2) as eight of the region’s finest VALORANT teams prepare to clash for glory and a prize pool of INR 29 lakhs. Organised by NODWIN Gaming, a leader in the global esports and gaming ecosystem, in collaboration with Riot Games, makers of the globally acclaimed title, VALORANT, Split 2 of the OMEN VCSA will feature three weeks of high-octane action.

Following a highly competitive Split 1 that amassed over 10 million views across platforms, the tournament enters a critical phase with heightened stakes. Of the eight remaining teams, only the top three will secure a place at the LAN Finals, where they will compete not only for the championship title and prize pool but also for essential Challenger Points that play a decisive role in their qualification journey toward VCT Ascension Pacific 2025.

From the Organizers

Akshat Rathee, Co-Founder & Managing Director, NODWIN Gaming: “The OMEN VALORANT Challengers South Asia is part of a growing ecosystem that’s being shaped by the passion of our players, the energy of the community, and the support of our partners. Split 1 has already shown just how strong that foundation is, with great viewership and fan engagement. As we move ahead, the focus is on creating more opportunities for players and putting South Asia firmly on the global VALORANT map. The potential here is massive—and we’re just getting started.”

Sukamal Pegu, Esports Lead, South Asia, Riot Games: “Split 1 of the OMEN VALORANT Challengers South Asia 2025 laid a strong foundation, elevating the competitive bar and uncovering standout talent from across the region. As we move into Split 2, we expect the intensity to rise even further. At Riot Games, our vision is to build a sustainable esports ecosystem in South Asia, one that empowers players, engages fans, and creates a clear pathway to bigger stages in the VCT (VALORANT Champions Tour) Circuits like the OMEN VALORANT Challengers South Asia are central to that vision, and Split 2 represents another key milestone in shaping the future of competitive VALORANT in the region.”

Prize Pool Distribution:

  • Split 2 Winner: ₹12,15,000
  • Runner-up: ₹6,48,000
  • 3rd Place: ₹4,45,500
  • 4th Place: ₹2,43,000
  • 5th Place: ₹1,21,500
  • 6th Place: ₹1,21,500
  • 7th Place: ₹81,000
  • 8th Place: ₹81,000

Opening Matches:

  • May 16, 2025 | 3:00 PM: Velocity Gaming vs Asterisk
  • May 16, 2025 | 6:00 PM: Reckoning Esports vs GE Academy
  • May 17, 2025 | 3:00 PM: Revenant x Spark vs XO IND
  • May 17, 2025 | 6:00 PM: DotExe Esports vs S8UL Esports (BO3)

An Invitation to the Community

NODWIN Gaming and Riot Games welcome fans, players, and esports enthusiasts from across the region to be a part of the OMEN VALORANT Challengers South Asia 2025. With three high-stakes splits offering a shot at VCT Ascension Pacific 2025, the tournament marks a major step forward for VALORANT esports in the region.

Together, NODWIN Gaming and Riot Games continue to strengthen the esports ecosystem in South Asia, amplifying player stories, uncovering new talent, and uniting fans in celebration of esports brilliance.

Check out the thrilling broadcast of the OMEN VCSA 2025 on the following links :-

Hindi and English broadcast on NODWIN Gaming’s Official YouTube Channel

Hindi Broadcast on NODWIN Gaming’s Official Facebook Page

___________________________________________________________________________

OMEN VALORANT Challengers South Asia 2025 Split 2 – Teams & Rosters

 

Team Name Players
Velocity Gaming Russ
Lightningf
SkRossi
damaraa
Madelyn
SynX
Coach – GodspeedxD
Revenant XSpark Antidote
Rawfiul
DEATHMAKER
Azys
Georgyy
venka
Coach – Gobz
Reckoning Esports Paradox
Deadly10
Trickyy
Bgg
moner
Garv
Mojo
Coach – Inthra
GE Academy kibojn
r1seN
Envy2k
LilBOii
Yuvi
SmokeA
Coach – aRubyz
S8UL Hellff
k1ngkappa
miz
techno
HYBR1DD
Hoax
Coach – HellrangeR
DotExe Esports RvK
Makaveli
Trinity
deecee
Kohli
TERMI
Sanak
Coach -AYAN
Asterisk Bullet
YasH
haeart
rinsat
Enzyy
Homeboy
PRIME
Coach -Sieh
XO IND ShivamVLR
DOXZ3RRR
tryst
ScaR
Marcai
RozsteR
GauRanG
Coach -darksoul

—————————————————-

The post OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs appeared first on European Gaming Industry News.

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Why 92% of Players Quit: Duamentes Report Exposes Costly Mistakes Across the GameDev Industry

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The GameDev industry has stopped growing. Despite strong top-line numbers — mobile ($96.2B), console ($52.4B), and PC ($40.4B) — studios are being stretched by rising production costs, gameplay fatigue, and shifting user expectations.  

The Global GameDev market is valued at $189.3B in 2025, signalling stabilization — not acceleration. In mature regions like the US and Europe, growth has stalled entirely. The industry is under pressure: studios are shutting down, layoffs are rising (Meta, Codemasters, Respawn, Nerial, NetEase Games and more), the old success formulas no longer work, and the post-pandemic boom is over.

Duamentes Gaming Report 2025 highlights the urgent need for change: player retention is broken, and most studios fail to understand what players actually want — and by the time they find out in beta, it’s too late to save the game or the business behind it, with examples including:

  1. Suicide Squad: Kill the Justice League (Rocksteady, 2024) launched to high expectations but faced poor reviews and rapid player drop-off, reportedly losing over $200 million before support was scaled back in early 2025.
  1. Concord (Firewalk Studios, 2024) drew immediate criticism for lacking originality in a crowded hero shooter market, with doubts about its relevance even before launch.
  1. XDefiant (Ubisoft, 2024) launched with promise but quickly declined due to balance issues and low retention, leading to its shutdown and studio closure in 2025.

“Studios keep building games players don’t want, delay testing, misread player behavior, and try to fix retention too late. We’re seeing the same mistakes repeated across platforms,” said Maria Amirkhanyan, Head of Gaming Division at Duamentes.  

Mind the Gap: Why Developers Are Losing Touch with Players 

Duamentes report combines global market trends with industry leaders’ in-depth interviews, surveys, and players’ behavioral insights — showing a clear gap between player expectations and developer workflows.

Players want meaning, not just mechanics — they want emotional clarity, narrative hooks, social features that foster belonging, and a genuine respect for their time, not manipulation.

“As short-form platforms like TikTok change how users discover games, the bar for first-session clarity has never been higher. Studios now compete not just with other games — but with every other moment of screen time,” said Maria Amirkhanyan, Head of Gaming Division at Duamentes.

Player challenges 

  • 92% of players churn before Day 30
  • 70% of players drop off within the first few sessions, often before the game has a chance to connect.
  • 38% decide whether to quit during the very first session seeking emotional connection, social features, and immediate clarity.
  • 60% of new mobile games launched in 5 crowded genres and most struggled to break through.
  • 40% of games entering new regions fail due to cultural mismatches in UX, tone, or monetisation.

Industry & Studio Challenges 

  • 71% of studios delay user testing until beta — but by then, it’s often too late to fix what matters.
  • 49% of developers say unionisation is necessary to protect working conditions in an industry increasingly shaped by burnout and uncertainty.
  • 40% of developers say their teams have been impacted by layoffs.
  • 46% of developers work over 50 hours per week — up from 35% last year

Root causes of failed game releases  

The report points to a growing industry divide between those who adapt and those who don’t. As outlined, many studios still rely on practices that no longer serve them:

  • “Build first, test later” leads to costly rework
  • Relying on genre popularity over emotional engagement
  • Live service overload without meaningful progression
  • Ignoring cultural nuance during global launches
  • Designing for metrics, not meaning

“In turbulent times, playtesting and user research are more important than ever for releasing games that players, critics, and investors love. Gaining early insight into the player experience helps identify problems while there’s still time to fix them, aligns teams around a shared vision of what’s being built, and clarifies development priorities — reducing costly rework and making production more predictable and less chaotic,” stated Steve Bromley, Games User Research Consultant, author of How To Be A Games User Researcher.

Indies Are Rising  

While many AAA studios struggle to innovate under mounting costs and conservative pipelines, indie studios are emerging as the creative engine of the industry. With players increasingly seeking smaller, emotionally resonant, and more affordable experiences, indies are filling a crucial gap.

“The quality and relevance of indie games will soar as more developers embrace independence and tools improve… Indie games will claim an all-time high share of top Metacritic titles, putting indie studios at the forefront of innovation,” said Amir Satvat, Game Industry Strategist & Founder of Amir Satvat’s Games Community.

Six Principles to Build High-Performing Games   

From the studios that succeed, the patterns are clear — and they’re embedded in the six principles outlined in Duamentes Gaming Report:

  1. Test onboarding and narrative in early prototyping
  2. Align UX, monetisation, and player emotion
  3. Build modular systems to adapt faster
  4. View player feedback as strategic input, not noise
  5. Invest in junior talent pipelines, protecting creativity over time
  6. Respect player time by replacing grind with clarity and purpose

These principles are the result of Duamentes in-depth research, cross-industry benchmarking, and firsthand analysis of what sets high-performing studios apart. As a strategic and product consulting firm operating across 40 countries and 20 industries for nearly a decade, Duamentes has been closely tracking market dynamics. While the industry tightens, the demand for deep, actionable expertise continues to grow.

“We already have that expertise, with a cross-industrial approach and extensive insight database, and now we’re strengthening it further by launching a dedicated Gaming Division, which we’re announcing at the AI & Games User Research conference,” said Maria Amirkhanyan.

 

The post Why 92% of Players Quit: Duamentes Report Exposes Costly Mistakes Across the GameDev Industry appeared first on European Gaming Industry News.

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AGCO calls on media platforms to step up the fight against unregulated online gambling sites

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The Alcohol and Gaming Commission of Ontario (AGCO) has contacted more than a dozen traditional and digital media platforms, calling on them to stop promoting unregulated online gambling and sports betting sites like Bodog to Ontario residents.

Operated by Il Nido Inc., Bodog is an offshore operator actively targeting Ontarians by advertising on popular traditional and digital media platforms. Despite blocking players in Quebec and Nova Scotia from accessing their unregulated gambling and sports betting sites, Bodog continues to allow Ontarians to access these sites while advertising heavily on traditional and digital media platforms targeting Ontarians.

Under the Gaming Control Act, 1992, Bodog and other online gambling sites are required to register with the AGCO and sign an operating agreement with iGaming Ontario in order to operate in Ontario. Ontario’s regulated igaming framework requires operators to meet comprehensive requirements related to game integrity, player protection, anti-money laundering and information privacy. Bodog’s efforts to direct Ontarians to unregulated gambling undermine player protection and other safeguards which exist in the regulated market, as well as fair market principles.

By airing ads for Bodog and other unregulated operators, legitimate media platforms are providing a veneer of legitimacy to unregulated and high-risk sites and creating confusion for Ontarians. The AGCO is therefore calling on these platforms to take a stand against the promotion of unregulated online gambling sites and remove the ads. By doing so, broadcasters and digital media companies will help reduce the risks these sites pose to Ontarians and support the long-term sustainability of Ontario’s regulated igaming market – all key objectives of the AGCO.

The AGCO will continue to work with its partners – both in Ontario and internationally – to combat these unregulated sites and protect the public.

Quote

“The AGCO is committed to protecting Ontario players and ensuring they have the safest experience by playing on regulated igaming sites. By refusing to carry advertising from unregulated and high-risk operators like Bodog, media organizations can exemplify social responsibility and play an important role in protecting Ontarians and supporting Ontario’s regulated market.”  – Dr. Karin Schnarr, Chief Executive Officer and Registrar, AGCO

Media Contact

AGCO Media
[email protected]

 

The post AGCO calls on media platforms to step up the fight against unregulated online gambling sites appeared first on European Gaming Industry News.

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