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Exclusive Interview with Vladimir Malakchi, Evoplay Entertainment CBDO
We sat down with Evoplay Entertainment CBDO, Vladimir Malakchi, to discuss how the revolutionary casino game developer has changed iGaming for the better – and why, despite the challenging nature of today’s global economy, he’s bullish about the industry’s prospects in 2021.
Evoplay Entertainment notched up plenty of exciting industry firsts during 2020, can you tell us a bit about your year?
2020 was an outstanding year for Evoplay Entertainment – we unveiled 35 unique game titles, including our flagship Dungeon: Immortal Evil, the industry’s first RPG-inspired hack and slash slot game, presented at ICE London.
We also enriched our portfolio with instant games, a real showcase of ours, with a menu of sport-themed titles, including Football Manager and Penalty Shoot-out – both of which have done a great job of supplementing sportsbook during last year’s cancellation of live events. I’m really pleased about the numbers for these from a commercial standpoint, particularly in LatAm, where we’ve enjoyed significant growth.
Alongside our catalogue, we also strengthened our product line’s quality with the branded customised engine, Spinential. Usage of the engine allows us to accelerate loading and download speeds for games by up to x10 and makes titles accessible to players with devices of different capabilities. This is especially key for us in high growth markets such as Colombia, where you’re looing at an increase in GDP per capita of close to $200 million for the last two years alone.
You were founded in 2017 – as someone with an established record across the start-up and VC world, what do you see as key for your leading your team from rising to star to established industry player?
The key is always a team, as it drives and scales business and determines how far business will get in a roadmap. This is why, in venture investing, a team evaluation often precedes product evaluation – and its essential for knowing if the odds are strong for success.
We’ve looked to establish these learnings at Evoplay Entertainment. Our approach to team building, division of responsibilities, and a proper understanding of the industry and ways of realising its potential has allowed us to scale our organisation in leaps and bounds in the last year – and has seen us proudly begin to cement ourselves as one of the industry’s most exciting suppliers.
Looking back, it’s certainly been a road of dedication, and together with the team, we tested a raft of concepts to really define what we want our next catalogue to be, which effectively reflected on our development and competitiveness in the market – and we’ve got some really outstanding titles lined up.
Looking at growth markets in 2021 – where’s been key for Evoplay Entertainment in terms of expansion? Where should our readers be looking when it comes to new territories?
For us, it’s been all about expanding into new markets while ensuring we continually fine-tune our products to guarantee they deliver for multiple audiences as well as meeting local requirements.
Personalised offers have also allowed us to appeal to casino operators with relevant products for their players and seen us successfully debut in the Romanian, Bulgarian, Italian, Croatian markets with local certificates in 2020. I’m absolutely delighted to see us topping the iGaming Business deal chart with more than seven signed operators and platforms in the last few months.
Also noteworthy was the brand’s global recognition, gained by some really effective B2C marketing campaigns, which formed an excellent demand for our products from the players – and has really allowed us to differentiate ourselves ahead of our competitors.
In regard to your own commercial success, what do you see as key when it comes to standing out in this new environment with changed player demands?
Understanding your audience and its needs is invaluable. We position ourselves as a supplier with a user-centric approach to game development that can meet and exceed player expectations, and it has paid dividends in terms of our fanbase.
We’ve made this happen by putting in place a well-established network within our marketing team, which analyses players’ behavior and provides data on what products people want to play, and then in turn liaises with the development team, which technically implements these requests.
You can’t underestimate the importance of data in this regard. Players can bounce from your casino, and for reasons that are easily avoidable. Worldpay, for example, has shown us that 30% of players they surveyed will immediately switch operators if their preferred payment method is no longer available.
Constant communication and data exchange allow us to hit the target as much as possible in terms of players’ preferences and producing products that are ranked as world favourites – and I’m delighted to be part of such a team.
How much does your outlook for global markets affect your creative and development strategy? Are you looking to tailor your next catalogues towards arguably different player preferences to 2019 and 2020?
The effects of last year’s events have had an unprecedented impact on business, and from a social and economic perspective – Q1 2021 is not shaping up much better for large parts of Europe. Therefore, in building our strategy for the quarter, we need to consider possible changes in the global world – and adjust pipelines accordingly.
It’s all about agility, and looking at last year, we’ve seen that football-themed instant games (rather than slots), can really reduce the RNG-barrier for sports bettors. This is essential as it provides the cross-channel sell that operators need to have to ensure they’re pandemic-proof. With this in mind, we’re laser focused on keeping up with our users and follow the news in the industry and the world accordingly, making sure we’re always ready to adapt.
Overall, I have no doubt that the industry is still set to grow – Bloomberg has the global gaming industry at more than half a trillion dollars by 2023 – and I see no reason why we shouldn’t be on track for that.
Last but not least, how do you see slots changing in the next few years? With some great tech out there, how do you see games evolving?
Gambling will continue to be influenced by its neighbors from the entertainment sector – video games and cybersport. Entertainment is at the heart of gaming, whether that’s real money or anything else. I also expect to see a bigger movement into gamification that will give players a more immersive product that can really provide for an adventure that the audience can identify with, with a level of gameplay and technical base that can connect with the mainstream.
I also predict that instant games, which became popular in 2020, will continue to rise in demand in the upcoming year due to their simplicity and low weight. Looking at their phenomenal growth since what is arguably Facebook’s original inception – they’ve gone from 20 games in 2017 to 6,000 with 20 billion game sessions. Of course, that applies to the likes of Candy Crush and such, but with numbers such as these, when translated into real money gaming it’s clear that the vertical is full of potential.
Last but not least, keep an eye on what’s going on outside of the industry when it comes to popular content and trending subjects – now, more than ever, capturing what your audience is feeling, and wanting to feel – and then delivering it in entertainment format is what will set you apart from the competition this year.
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 Interview with Vladimir Malakchi, Evoplay Entertainment CBDO
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GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline
GamCare’s National Gambling Helpline received a record 55,228 calls and online chats from people experiencing gambling harm in 2023-24 – a 25% increase from the previous year – according to the charity’s Annual Report.
In a year marked by uncertainty over the future shape and structure of the gambling harms treatment sector following the previous government’s white paper on gambling reform, the charity continued to prioritise those at-risk of, or currently experiencing, gambling harm.
Of all calls and online chats that were responded to on GamCare’s Helpline in 2023/24, 41,070 (74%) were classed as supportive interventions. This includes supporting people with initial guidance and advice as well as delivering a seamless entry point into structured treatment services, with individuals completing treatment reporting a significant reduction in gambling-related distress and financial harm.
In March 2024, the Office for Health Improvement and Disparities published an assessment of the gambling treatment system, highlighting that 57% of individuals engaging in treatment were referred by the National Gambling Helpline. This underscores the Helpline’s critical role in connecting people to the support they need. Over 9,100 free treatment sessions were delivered in the year to April 2024, with an average of just 2.1 days’ wait from point of referral.
GamCare’s targeted programmes aimed at young people, women, and the criminal justice system provided training on how to spot the signs of harms and where to signpost into support for 10,344 professionals, and education for 53,324 young people, children and parents. The Women’s Programme, in partnership with organisations such as Refuge, trained 3,813 professionals to recognise and address gambling-related harm among women.
Margot Daly, Executive Chair of GamCare’s Board, says: “Throughout a challenging year and with heightened demand for our services, GamCare’s staff have got on with the job of preventing harm where possible and treating harm where necessary. While we expect important changes in the gambling harms landscape, we have been determined not to let this uncertainty affect our relentless focus on the people who really matter – those at-risk of or currently experiencing gambling harms.
“I would like to thank and pay tribute to our frontline staff who provide 24/7 support for all those at risk or in distress. I also want to thank GamCare’s senior executive team who have steered GamCare through a period of sustained change, and to my fellow trustees for their guidance, unwavering support and the time each has dedicated to ensuring that the charity stays on course and on mission.
“As we look ahead to how the future of the gambling harms sector is shaped, we are committed to working proactively with the NHS and other partners and commissioners to ensure that people are continually able to receive the right support at the right time.”
The post GamCare releases Annual Report following record breaking year of support on the National Gambling Helpline appeared first on European Gaming Industry News.
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Kambi Group plc repurchase of shares during 18 December – 23 December 2024
Kambi Group plc (“Kambi”) has during the period 18 December to 23 December 2024 (the “Buyback Period”) repurchased a total of 40,000 ordinary B shares (ISIN: MT0000780107) as part of the share buyback programme, within the mandate approved at the Extraordinary General Meeting on 20 June 2024 (the “Programme”).
The objective of the Programme is to achieve added value for Kambi´s shareholders and to give the Board increased flexibility with Kambi´s capital structure by reducing the capital. The Programme is being carried out in accordance with the Maltese Companies Act, EU Market Abuse Regulation No 596/2014 (“MAR”) and other applicable rules.
During the Buyback Period, Kambi repurchased a total of 40,000 ordinary B shares at a volume-weighted average price of 99.13 SEK. From the beginning of the Programme, which started on 6 November, until and including 23 December 2024, Kambi has repurchased a total of 344,000 ordinary B shares at a volume-weighted average price of 104.94 SEK per share.
During the Buyback Period, Kambi has repurchased shares as follows:
Date | Aggregated daily volume (number of ordinary B shares) |
Weighted average share price per day (SEK) |
Total daily transaction value (SEK) |
18 December 2024 | 10,000 | 100.00 | 999,967 |
19 December 2024 | 10,000 | 99.39 | 993,929 |
20 December 2024 | 10,000 | 98.86 | 988,588 |
23 December 2024 | 10,000 | 98.26 | 982,562 |
All acquisitions have been carried out on Nasdaq First North Growth Market in Stockholm by Carnegie Investment Bank AB on behalf of Kambi. Following the acquisitions and as of 23 December 2024, Kambi’s holding of its own shares amounted to 344,000 and the total number of issued shares in Kambi is 29,903,619 ordinary B shares. Under the Programme Kambi is authorised to repurchase a maximum of 3,127,830 ordinary B shares, up to a maximum amount of €12.0 million.
A full breakdown of all transactions carried out during the Buyback Period is attached to this announcement.
Information on the Programme is available on Kambi’s website, https://www.kambi.com/investors/share-information/
The post Kambi Group plc repurchase of shares during 18 December – 23 December 2024 appeared first on European Gaming Industry News.
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8Bit Creatives Joins Forces with ESFI as Talent Partner for WAVES Esports Championship 2025
The Esports Federation of India (ESFI) has joined forces with 8Bit Creatives, India’s leading esports consulting and talent management agency for the WAVES Esports Championship 2025 (WESC25). Through this collaboration, both organizations will work together for the content creation, amplification and reach of the WESC25 and take it to India’s massive youth population.
Organised by ESFI, WESC 2025 is a key initiative supported by India’s Ministry of Information and Broadcasting aimed at contributing to the growth of the nation’s burgeoning esports industry & creator economy. This event will be part of one of the Create in India Challenges by the Ministry of Information and Broadcasting under the esteemed World Audio Visual & Entertainment Summit (WAVES).
With a roster that includes some of India’s most influential gaming content creators, 8Bit Creatives will leverage the creativity and popularity of its talent to amplify the event’s visibility. Their creators, including Naman Mathur (Mortal), Payal Dhare (PayalGaming), Raj Varma (Snax), Kaashvi Hiranandani (KaashPlays), and many others, will host and participate in various engaging activities while interacting with fans to enhance the overall reach and excitement surrounding WESC 2025.
“WESC 2025 represents a tremendous leap forward for the Indian esports community. We are delighted to have 8Bit Creatives and their popular gaming creators on board, whose expertise will undoubtedly help amplify the event’s reach and impact. With qualifiers in full swing, we’re eagerly anticipating fierce competition as India’s top athletes strive for a place on the grand stage in February,” noted Mr. Lokesh Suji, Director of ESFI & Vice President of the Asian Esports Federation (AESF).
Sharing his thoughts, Animesh Agarwal aka 8Bit Thug, CEO and Co-founder of 8Bit Creatives said, “WAVES 2025 marks a groundbreaking chapter in India’s esports journey, and we’re thrilled to be the talent partners driving this initiative. As one of India’s leading talent hubs in gaming and esports, 8bit Creatives brings unparalleled energy and scale to WAVES 2025. This is more than a partnership; it’s a platform to showcase the potential of esports as a viable and celebrated career path while underscoring the government’s support for our rapidly growing gaming and creator economy. With our creators and innovative content strategies, we’re here to make history together!.”
WESC 2025 will feature competitive tournaments in popular titles such as eFootball and World Cricket Championship (WCC), played across four phases and Grand Finals. Notably, the winner of the eFootball tournament (Phase 1), MrTomBoy, won the bronze medal at the Asian Esports Games, Bangkok, showcasing WESC’s talent potential. Committed to inclusivity, the event is gender-inclusive, with qualifiers for eFootball (Phase 2) and WCC3 (Phase 1) already underway. Upcoming registrations include eFootball Phase 3 (Dec 18 – Jan 1) and WCC3 Phase 2 (Dec 15 – Dec 26).
8Bit Creatives’ esports and content division, S8UL, made history by winning the ‘Content Group of the Year’ award for the third consecutive time at the Esports Awards 2024, remaining the only Indian organization to achieve any Esports Award. Earlier this year, founders Animesh Agarwal, Naman Mathur, and creator Payal Dhare also joined Prime Minister Narendra Modi in a roundtable discussion on India’s gaming industry, showcasing 8Bit’s pivotal role in advancing esports and fostering a sustainable ecosystem for gaming content creators.
The post 8Bit Creatives Joins Forces with ESFI as Talent Partner for WAVES Esports Championship 2025 appeared first on European Gaming Industry News.
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