Connect with us
728x90 banner available here

Latest News

Exclusive Q&A with Munly Leong, Co-founder of Balance Gaming Network

Published

on

Exclusive Q&A with Munly Leong, Co-founder of Balance Gaming Network
Exclusive Q&A with Munly Leong, Co-founder of Balance Gaming NetworkReading Time: 12 minutes

 

Let’s begin with your own story. What is the story of Balance Gaming? How was the company founded?

The company was founded when Munly Leong (CEO) and Goodrich Johnson were approached by an esports organization that had floundered for several years and despite their history and money raises and hadn’t so much as put on one event or even had a casual community. This led Munly to look into the current state of esports which he had never been interested in and saw the waste and poor execution that had a common root cause i.e. the people that had access to or ability to raise funding for esports often had nothing to do with gaming and were clueless about it. Super League Gaming was a particularly egregious example where the only reason that raise even happened was that CEO had worked on Sand Hill Rd prior and game from an Oil & Gas background, what the hell is she doing in esports? They recently lost $14m on $1m revenue. We founded Balance at least to take a stab at an organization that would be led and run with gamers at the core with Munly being in a unique position of both having relationships with and an understanding of external capital unlike the average gamer or even game developer. The name Balance comes from us struggling to come up with a name for the niche we had chosen which was to cater for the other 90% of the market and gaming revenue in reality that ISN’T esports from not having enough time for it and Munly referenced an one man indie developer’s name Imba Games (common Russian/CIS region term relating to game imbalance) that he had briefly known at one point, lamenting that it was a great name wasted on something that didn’t have the potential for it and Godric suggested “What about Balance?” with the potential to allude to LAN’s as well if we ever started doing those and there really hasn’t been a name that fit since.

How does it work?

Essentially a bit unique, we started off validating the concept and bringing in early revenue via just a discord and preselling the concept along with an early partnership with Skyworth (largest TV manufacturer in China) who were also launching a VR headset at to both prove we could build and grow a grassroots gaming community first and also monetize it and validate charging for the concept. Most of this happened even by month two. We’ve now taken what was a small community fighting game event intended “for teh lulz” and are building it up with sponsors, streaming support with an invitational that is intended to potentially be small scale, interactive version of EVO that was recently cancelled. More on this later 🙂

We’re working backwards actually. We’re game developers at heart and are really NOT an esports company. This is being done as a fundraiser primarily as a backup plan / substitute for angel investment post Covid. Essentially our business is to start backwards compared to a typical game developer being community first, community is really at the core. From there we start with merch sales, selling events and sponsorships and are about to offer our own game / bundle deals in the near term along with a new category we still plan on pioneering called Gamer Travel (Covid was great timing huh 😉 that initially focuses on geooarbitrage to maximise gaming time while lowering cost per hour if someone wanted to game and nothing else. The savings can be significant i.e. $1000-3000/month rent in first world countries vs as little as $100-150 in a place like Thailand that still has the 4th fastest landline internet in the world. We can’t wait to start that going again when travel eases up. From the baseline of what larger game publishers would call “ancillary revenue” we would then use that cashflow to fund our own original IP development and geoarbitraging the costs of that too 🙂

Our readers would like to know more about Balance Gaming. Could you elaborate the concept since it is quite unique?

Yeah. It is quite unique where even for gamers. Essentially the concept starts from both a base and the specific type of gamer we are targeting. Specifically gamers who have been able to grow up and are now struggling from a time management standpoint of not having enough time to play, or not getting enough out of their playtime when they do have it rather than spending too much time to play from the standpoint of gaming addiction which is a common assumption with us. We start from a base that gaming is geneeerrraaaaaaally 😉 a hobby that requires at least above average intelligence (the smiles when I say this is the most fun part) to get the most out of and therefore the gamers that manage to grow up and out of mom’s basement as well have the means to make above average lives for themselves and the value in this has been completely overlooked.

Many look down even on themselves as gamers because of long time history and stigma of the activity when we were kids or younger. Even people with great businesses or solid tech backgrounds themselves often cannot make the immediate mental jump that there may be others who fit the bill and if we just reframe our thinking and rid ourselves of these starting assumptions, we may find that the peer groups we have around gaming are more valuable than many of us are assuming

Recently we’ve launched a public alpha of our members site and even some of our more interesting / useful members have only gone so far as to fill out just gamer profiles while not sharing their skills, businesses etc yet and it’s not all a privacy concern either but many either underrate themselves or don’t currently live a life where being known for particular things brings in opportunities for them. I’ll list some examples here where it has happened, but these are folks that are already active in terms of networking ,professional groups and are already pre-disposed to it. I’ll share some examples below and the last being myself.
https://network.balancegaming.network/members/hexrays/
https://network.balancegaming.network/members/mono/
https://network.balancegaming.network/members/fathamburger/

What are the ways an individual gamer will benefit from joining your platform?

Aside from the networking opportunities once we scale further (or even now), we’ll have things like courses, partnerships and hell even gigs down the line in addition to more typical gaming giveaways, discounts and bundles. Instead of only selling this stuff, we’ll tie it to gaming and perhaps networking activity too with the overall theme that the gaming people would do naturally anyway would pay off in real life in ways other than money. At the very base level, we hope that this will be the most “productive” place for anyone to spend their gaming time as getting to know many of us may also open doors outside of gaming for you or at least give you a resource to tap in a lot of things outside of gaming, an analogy to things like country clubs, cigar clubs where you’re more like to meet either independently wealthy or at least time free and lifestyle designer types that one can meet through aviation we hope we end up being a similar space like that but on a broader larger scale too. It’ll be the only place in the world maybe where you can play video games where we also encourage you to ask for intros or open them yourself 🙂

For “Pros vs Joes” we’re currently offering FREE ENTRY for Members, Financial Services industry (e.g. fintech, crypto, real estate, traders, brokers) , startup founders and game developers and the same/similar benefits package that players get are also available for event viewers that meet this criteria. Startup founders and game developers are just love for us 🙂 However there are also a lot of similarities specific to competitive fighting games with trading which I’ll be elaborating on in a future article relating to a trading tips from millionaire futures traders ebook that’s part of our benefits package coming together as a combo. Why financial services? read on 🙂

We also have something that both your better/casino audience as well as crypto guys would want to look at. One of our partners / sponsors is Gold Rush Token / Clean Mining. We’ll be offering a chance to buy CLEAN gold (more on this later) at a double digit discount exclusive to Balance, direct from some of the oldest and historically proven mines in Western Australia. That’s nothing terribly new and there are other tokens that have done it. Those coming from a financial services background will be familiar with the concept of due diligence, things like KYC (Know your Customer) and be a bit better equipped to both perform it for an opportunity like this and ultimately potentially buy-in as well.

However, another layer that we’ll offer FREEBIES at a later date on is a world-first tokenization of actual gold ORE. Essentially this will be gold prospecting in a separate video game/digital form and can dramatically lower the cost of entry into the gold market. For those who don’t know, gold actually comes from gold ore which has to be processed and refined which ultimately means that only a fraction of gold can come from overall gold ore. The percent amount can between 10 to 95% before processing and so yes, someone could get very lucky but understandably many others outside of your readership here may not like to gamble. Gamblers or not however, we can offer some of these ore tokens essentially for free as both participants and viewers of our upcoming “Pros vs Joes” fighting game event that was recently postponed until both we and our partners got things more ready. We can now say that we’ll start things off officially by Sep 12th at the latest with official entry deadline by Sep 5th at the latest with trial runs starting as early as this week of the 26th. Depending on how things go and speed of re-registration we may go even earlier but this is so we don’t have to postpone again.

I should mention that not only is the ore special but the gold as well. Those that take advantage of the gold discount will also be pioneers in helping to establish a new category of gold in the global market that isn’t processed/purified via the traditional method of cyanide and mercury leaving no environmental impact that may take decades if not longer to biodegrade, hence CLEAN gold. While the mines themselves old and proven with deeper reserves still left to unlock, the process itself is new and was created by the Australian CSIRO, something like a more generally academic version of NASA that among other things, helped invent Wi-Fi. Regardless of whether anyone in our community pays anything more than an entry fee or not, through gaming, our players will have a chance in both playing a small role in the transformation of gold mining from something that is expensive and hazardous into something that is sustainable and environmentally friendly.

More info on CSIRO and Clean Mining
https://www.abc.net.au/news/rural/2018-08-30/csiro-pours-first-australian-green-gold/10180014
https://www.csiro.au/en/Research/MRF/Areas/Resourceful-magazine/Issue-13/Golden-alternative

How has been the customer response so far? Could you offer some year on year statistics?

What’s really interesting is that when we started out within the first month or two we had more paid members than free ones on concept alone. 46% conversion rate. By paid members meaning we asked people to pay $10 as a one off to validate that this is something we would pay for once we both had a system to offer digital codes in an automated or at least reliable fashion and enough value lined up where we felt we were ready to start charging monthly. Since when we’ve realized that we needed to make this tier optional as a network only has as much value as it’s members and we are still far from having an interesting enough critical mass yet. We’re not even one year old yet but in the last 2-3 months our Discord community has grown from 100 to 150 ish members now that we have someone who can spend time on it, Oliver/Sundeath who was formerly director level at Razer Europe. A big downside that hampers our growth is that we’re not something that people normally think to search for so doing media, offers and other things that can help get us exposure but we haven’t figured out or own organic traffic yet so growth only happens when we can work on it.

Has the recent lock down had any effect on Balance Gaming’s growth? Could your offer details?

Yeah actually our first major growth drive that I headed up brought in many of our first 100 users, lol. That happened a month into the pandemic around Epic’s free release of WWZ. Unfortunately it was both a pretty short game content wise and people really focused on doing nothing but gaming that initial month of lockdowns. No one wanted to hear about “Balancing” and once they were done, many moved on. We did have an interesting story even ahead of time back then where when I was able to play, I encouraged two regulars at the time to talk about their lives and our mutual ASEAN region and those two ended up both doing client projects together and playing other free games together as well. One was a graphic designer and another was a music producer/student. At the time we didn’t have enough of us engaging people so eventually they left since they were largely only playing with each other by that point. Lesson learned not just for Balance and in life for me that I just need to ride waves while they are around instead of what I actually during that period which was working on some contract gamedev work at the time or building the Balance business while everyone else was gaming and would have preferred if I’d either led things or at least joined them for it.

What are the more popular games and tournaments on your platform? Could you describe the games a bit?

Our most popular is Rainbow 6 Siege and that’s a game that should be well known to you guys since it’s gone from underdog cult game to having one of t he better prize pools in eSports with strong Ubisoft support in recent years. Rainbow 6 is a series that is based on terrorist/counterterrorism originally that prided itself on realism being the first “one shot and you get killed usually” game on the market. I can still remember the LAN party where I played the original game in the series for the first time, it was quite refreshing and hilarious compared to the run and gun shooters like Doom and Quake of the day. These days the game is more similar to LoL or DOTA that is based around Heroes having different powers and abilities, some of which are deliberately designed to be counterpicks. They are perpetually “training”/fighting each other given the multiplayer only PVP context and there are generic terrorists only as AI NPC’s to beat on in generic It used to be World War Z as I mentioned which is a co-op class based zombie killing gaming that’s spiritual sequel to Left 4 Dead 2 that I actually like a lot more than it’s original inspiration and in addition to that we have some fighting game players i.e. Street Fighter, Tekken etc but that’s almost a niche within itself in gaming these days that doesnt play other stuff or interact with the broader gaming community. We’re a bit sad about this and even within fighting games themselves, the competitive level has gotten to the point where people not only just focus on one game, but even just on training one particular character and mastering all the various matchups instead. This means that they dont even play the rest of the genre or even necessarily the rest of the characters in the game! This overcompetitiveness isnt necessarily good for the fighting game industry if they focus purely on tournament type players. Happy Medicine (our resident fighting game pro, former CPT/Capcom cup, world class Bison main) and I talk about this separately in this video here – g66FBCzv_mg . We’re still done with World War Z btw, despite how the whole game can be beat in less than 4-5 hours currently and a bit more if you are doing horde mode as well, if you’re deliberately going to slow-play it and make it last, please come and join us! We’re the place for that lol.

Tell us more about the platform and gaming partners of Balance?

For our “platform”, we have a few key pillars. The first is the always free Discord community where people can only just join as regular gamer and that’s fine. The next level is the membership site which is intended for people to try and look up / surface people that should try to get to know on Discord for either gaming or things outside of gaming. Maybe find out that someone you’ve been gaming with all along can also be a collaborator of some kind in real life too. We also haev an ecom store for all kinds of stuff i.e. offering our own game codes and digital goodies for sale , physical products like geek toys including “gamereats” where we’ll start with snacks and more. Lastly we want to offer “gamer travel” again as soon as we can, starting out with introducing the concept of geo-arbitrage to gamers that’s already well known to location independent and digital nomad types but is probably brand new to gamers. Essentially this means save money on gaming time (plus get more time) in a cheap locale but we can expand this to travel to places that are significant to gaming history as well given a lot of us have deep knowledge and connections with the industry. This is all going somewhere and your next question will naturally segue into that 🙂
One of our gaming partners BRK / Gen2 Technologies where you picked this up from 🙂 is currently working on a world-first interactive streaming platform which we’ll be designing our invitational event around. They definitely have something that will have “pandemic market fit” and we cant wait to get started on it. The event will be physical with social distancing concerns and a limited amount of people but it’ll be super interactive when it’s streamed unlike other events. Just like how we were behind on things, they’re pretty behind too and it looks like we’re going to have to push further back past August. Additionally they’ve just entered an exciting trial period of just their broadcast quality wireless camera tech with PGA Tour Golf.

Finally, how do you see the future developing? Are there going to be any immediate developments in Balance Gaming in the near future?

Yeah we have some angel money hopefully finally coming in within the month and from that we can actually offer some more benefits that hopefully help pull in more users as well and pay for the help in community building 🙂 I think we’ll be the first company to actually pay gamers to build guilds and coommunities under us and also give you a rewards budget to spent on your users as well as kick some nice things to all the hard work your officers do. Anyone who’s ever built or run guilds knows that its pretty much an unpaid second job and guild applications look moore and more like job applications these days. At least we want to take out the unpaid part and compensate some for this especially if they want to build a more casual / mature / non competitive guild that fits the demographic we’re aiming for anyway.

Ultimately in the LONG TERM future, despite how all this is already quite the going concern business-wise, the whole goal is to use this cashflow to then fund game development. Both internal and external third party to us. Game development is the unique DNA that I bring to Balance personally and I’m sure you guys know especially looking at companies like Tencent how valuable things can be when you have your own IP to sell and we’ve already learned the hard way that frankly its much easier to build up communities around having your own game vs using others’ games in this new Discord age.


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: Exclusive Q&A with Munly Leong, Co-founder of Balance Gaming Network

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.

Latest News

OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs

Published

on

Reading Time: 3 minutes

 

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.

Continue Reading

Latest News

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

Published

on

Reading Time: 4 minutes

 

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.

Continue Reading

Latest News

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

Published

on

Reading Time: 2 minutes

 

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.

Continue Reading

Trending

EEGaming.org is part of HIPTHER, parent brand of various prominent news outlets and international conferences. These platforms and events span a wide range of industries, including Entertainment, Technology, Gaming and Gambling, Blockchain, Artificial Intelligence, Fintech, Quantum Technology, Legal Cannabis, Health and Lifestyle, VR/AR, eSports, and several others. This indicates that EEGaming.org is part of a larger network that focuses on a diverse array of sectors, particularly those related to cutting-edge technology and modern lifestyle trends.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2025 HIPTHER. All Rights Reserved. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania

We are constantly showing banners about important news regarding events and product launches. Please turn AdBlock off in order to see these areas.