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Women at Reflex | Surj Stott Interview

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Women at Reflex | Surj Stott Interview
Women at Reflex | Surj Stott InterviewReading Time: 5 minutes

 

Each year, the 8th March marks International Women’s day (IWD). In 2021, let’s pay attention to this year’s bold theme which is, ‘Choose to challenge’.  The time is now to challenge inequality, call out bias, question stereotypes with the aim to forge an inclusive world.
It will come as no surprise that the gambling sector is both very white and very male. The lack of women working in senior positions is astounding.  Of the women who do work in the sector, they are more likely to work in retail, HR or administrative functions. The Gambling Commission’s recent annual report has confirmed that women are gambling in similar numbers to men. If we want games to be representative of the players, it’s important that teams creating them offer a diverse and varied perspective. In which case, encouraging more women to work in the sector can only be positive.
We chat to Surj Stott – Head of Sales at Reflex Gaming to discuss her incredible journey from a run-away, wayward teenager to helping build one of the UK’s leading machine producers.  We get her views on what she would choose to challenge on IWD.


1. Hi Surj, tell us about your role at Reflex Gaming

I head up the sales and marketing function, so customer account management is a big part of the job.   Along with Steve Clark, I help manage our customer relationships.  At Reflex, we pride ourselves on great partnerships with pub retailers, operators and our AGC customer base.

Day-to-day, I also manage our production schedule and liaise closely with our production and logistics teams to ensure that our games are delivered to customers on time.

I’m also responsible for planning our events, including major expos, such as ICE, EAG and ACOS. I really enjoy this side of things, due to my love of people and socialising. The cancellations of both EAG and ICE this year have been a blow for Reflex, as both events are important marketing platforms for us to showcase our new product lines.  They also provide a great opportunity to speak to our customers and learn their requirements and find out what is performing well on their estates.

2. How has the global pandemic impacted on Reflex Gaming?
At the start of 2020, the outlook was positive for Reflex, we were acquired by the Dransfield Group in 2019 and we had established ourselves as one of the country’s leading machine suppliers to the pub and club sectors.

The first lockdown resulted in our entire customer base being closed which wiped out our forward-looking orders.  We consequently made strategic decisions to fast track our drive to the online space. We have formed strategic alliances with two major distributors, Yggdrasil and Stakelogic. These give us the opportunity to penetrate the online slot market quickly and get our games in front of more players via their vast distribution networks. This is typical of the Reflex psyche in that, being faced with the biggest negative impact imaginable to our existing business, we have leveraged opportunities that have been unaffected by the pandemic.

However, it is very disappointing that the Government have given very little support to manufacturers and suppliers to the leisure and hospitality industry. Supply chain companies like Reflex have simply slipped through the Government’s support net. Other than the furlough scheme, we’ve had no additional support and it has been a real struggle to operate for 14 months with, effectively, no income.  We have tried to lobby for a business support grant and a rates relief, but with no success to date.

I am a strong character and I’ve managed to remain positive throughout the pandemic.  We need to focus on the future and there is now some light at the end of this long tunnel, through the impressive vaccine rollout which has resulted in the Government’s roadmap out of lockdown.  Right now, it seems that the leisure and hospitality industry will reopen in April/May as planned, and if people opt for “staycations”, these will be positive steps to ease the recovery of the sector.

3. How did you get into this sector?
I grew up in Leicester in a first-generation Indian family.  At the age of 15, my parents had arranged for my marriage to a goat farmer, based in India.   My instincts told me that it did not feel right, and it certainly wasn’t a life I wanted. I took the drastic step to do a runner, and I haven’t looked back since!

As you can imagine, leaving home at 15 was tough, but I was fortunate to have a good network of friends who helped me through the situation.  I’m thankful that I didn’t end up in the wrong crowd.

I was running a successful Nottingham city centre pub in my early twenties, following which I established my own bar in Newark. This meant working very long and unsociable hours, and with a young child, often proved to be difficult. I decided that more of a 9-5 job would better suit my home / work life balance and I mentioned this in conversation with one of the customers in my bar, who happened to work at a local gaming machine business called BWB.  An opportunity came up there, so I applied. I was interviewed, got the job, and began my career in gaming at BWB. After a while, I moved into a sales role and it was whilst I was working here that I met my husband, Quentin, (these days the MD of Reflex Gaming).

4. What would you tell your younger self?
It would be to trust your instincts.  At 15, my decision to leave home was very much a “Sliding doors” moment.  Although it was the risky choice, I went with my instincts. Fortunately, I have no regrets.
Also understand that sometimes you may have to work harder and apply more attention to detail than some male colleagues.  Enjoy the journey and don’t be afraid to be yourself!

5. What barriers have you faced, as a woman, in becoming successful in your field? How did you overcome them?
When I first started my career in this sector, sadly, I did experience both racial and sexual discrimination.   I don’t get easily intimidated and the discrimination ultimately made me a stronger person. I have proved myself with great determination irrespective of other people’s prejudices.

However, I have witnessed much progression in the industry since I started. I am seeing an increasing number of women in senior positions who have progressed from junior roles and long may this continue.

6. The International Women’s day theme is, “Choose to Challenge”, what would you choose to challenge?
I passionately believe that there is no place in the world for bullies. Whether this happens in school, at work or your community. We need to take a collective stand against it. I cannot bare people who belittle others to make themselves look superior! Call them out for what they are. I’ve met a few bullies during my career and behaviour like that should be confined to the Skip of history.

7. What message do you want to send out to young women who are considering a career in this industry?
The i-Gaming sector has opened a huge host of career possibilities.  There are jobs ranging from game design, graphic design, software development, marketing, etc. You will be able to unleash your creativity and let’s face it, the end-product is fun. There is never a dull moment in gaming.

It’s changed a lot since I started in 1996.  It’s more politically correct without being woke.  This is an exciting vibrant industry with a lot of great people in it.  Although the gambling sector might not be everyone’s first choice of industry as a career, for me, it’s been a blast and I’ve made a lot of friends from it. I met my husband, and I’ve had opportunities to meet some very interesting and successful people along the way.

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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Lottery.com Enters Into an Agreement with Ritzio International, as it Seeks to Enter Various European Markets

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Lottery.com Enters Into an Agreement with Ritzio International, as it Seeks to Enter Various European Markets
Lottery.com Enters Into an Agreement with Ritzio International, as it Seeks to Enter Various European MarketsReading Time: < 1 minute

 

Lottery. com, a leading platform that allows users to play the lottery online, has signed an engagement letter with Ritzio International (“Ritzio”) in relation to an expansion of Lottery. com’s business into European markets.

Ritzio is a leading gaming brand for outstanding customer service, profitable strategy, and leadership. Its gaming venues are primarily small and medium-sized properties located in urban areas throughout Europe. Their stable gaming network provides visitors with flexible access to a growing portfolio of gaming venues, entertainment services and strict standards of quality and safety.

Europe’s gambling market is estimated to be approximately €23 billion ($27.4 billion). The addressable market in the countries that Ritzio covers includes 96 million people.

“This partnership is an important inroad as we expand our overseas operations and offer our products to new markets,” said Lottery. com CEO Tony DiMatteo. “Ritzio’s established presence and experience in the gaming industry is phenomenal and aligns well with our growth strategy.”

The deal demonstrates Lottery.com’s recent efforts to increase its international expansion and presence, with Ritzio operating more than 150 gaming halls across its Germany, Romania, and Belarus divisions, exceeding 3,800 gaming terminals and €90 million ($107 million) of annual revenue. Ritzio brings more than 15 years experience in this market. More information about Ritzio can be found on their website https://ritzio.eu/

On February 22, 2021, the Company entered into a definitive agreement with Trident Acquisitions Corp. (Nasdaq: TDACU, TDAC, TDACW) to become a publicly traded company on The Nasdaq Stock Market.

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Voodoo Ranger Becomes Official Beer Partner of Dignitas

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Voodoo Ranger Becomes Official Beer Partner of Dignitas
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Voodoo Ranger has become the Official Beer Partner of the esports organisation Dignitas.

The partnership marks the first in esports for Voodoo Ranger and features community-centric social, digital, and future on-location activations with the goal of connecting Dignitas’ vibrant fanbase through the organisation’s content creators and athletes.

Through the partnership, Voodoo Ranger and Dignitas will collaborate on exciting new content to celebrate Dignitas’ passionate esports fans and community. In Voodoo Ranger Community Game Nights, streamed live on Twitch, Dignitas athletes and content creators will square-off in battles of bragging rights and brews. Dignitas will also hold a series of fan-focused Happy Hours and release original content, celebrating the special connection between gaming fans across the world and the future of the global esports community. Dignitas and Voodoo Ranger will continue to connect gaming fans and athletes at live, in-person events in the future; offering opportunities for tasting, sampling and celebrating.

“Our partnership with Dignitas is an amazing chance to support a team and community that loves beer and all things gaming and esports but includes the community support and initiatives that we as a brewery also hold extremely close to our hearts. Cheers!” Patrick Morgan, Voodoo Ranger Community Manager, said.

“Aligning with a brand that values bringing people together as highly as we do makes Voodoo Ranger a natural fit. Community is the lifeblood of esports and gaming, and we’re proud to partner with a brand dedicated to uplifting and celebrating the lives and moments we all share together,” John Spiher, Vice President of Partnerships at Dignitas, said.

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BLAST Premier extends broadcast reach for 2021 season with eight new media deals

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BLAST Premier extends broadcast reach for 2021 season with eight new media deals
BLAST Premier extends broadcast reach for 2021 season with eight new media dealsReading Time: 2 minutes

 

Media deals include linear TV channels SportsMax, Nordic Entertainment Group and BOLT+ after increased viewership in 2020

Esports tournament BLAST Premier has extended its international broadcast reach with eight new media rights deals for the rest of the 2021 season.

TV channels SportsMax, Nordic Entertainment Group and BOLT+, among other new deals, will take the world’s leading Counter-Strike tournament series to a number of new regions around the world, including: Latvia, Estonia, Lithuania, Iceland, Canada, Kosovo, Pakistan, Sri Lanka, India and the Caribbean.

The new rights partnerships will extend the esports media network’s portfolio of media rights to over 35 partners, meaning BLAST Premier will be shown in 18 different languages and across 157 territories.

The announcement highlights a period of growth for BLAST’s TV and online distribution footprint after a year of increased viewership for esports. Newszoo’s 2020 report estimated a year-on-year increase in the total esports audience by 11.7% to just short of 500 million people, while revenue from media rights and sponsorships ($822.4m) was expected to account for three-quarters of the total market.

Last season, BLAST Premier enjoyed increased viewership and more than 83 million hours of content watched across all seven of its Counter-Strike tournaments while posting the most watched CS:GO online match of all time during the Global Final.

Alexander Lewin, VP of Distribution and Programming for BLAST, said: “We are thrilled to see so many new partners join the BLAST network of leading TV and online channels. These deals will offer even more fans the opportunity to tune in to watch BLAST Premier from around the world, which is now accessible in over 150 territories and 18 languages. We expect to continue our path of expansion during an exciting period of viewership growth at BLAST Premier and in esports.”

BLAST Premier is a global Counter-Strike tournament series that unites all major events, offers opportunities to all regions across the globe and crowns the world champions of CS:GO. Up to 32 teams will take part in the seven BLAST Premier events this year with a combined prize pool of $2,475,000 on the line.

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