Connect with us

Latest News

Exclusive interview with Petra Maria Poola, Head of Business Development and Operations at OneTouch

Published

on

Exclusive interview with Petra Maria Poola, Head of Business Development and Operations at OneTouch
Exclusive interview with Petra Maria Poola, Head of Business Development and Operations at OneTouchReading Time: 2 minutes

 

We sat down with Petra Maria Poola, Head of Business Development and Operations at the mobile-first casino game developer OneTouch, to discuss how suppliers should adapt their products to the geographic regions which they are targeting.

Is content localisation a myth?

No – for those who get it right, it’s an invaluable acquisition and retention strategy. What do we mean when we talk about localised games? Put simply, it’s a title that’s tailored to a specific geographic audience.

And it takes a lot more than just changing the language to do that. From both a visual and technical perspective, adapting your content to individual target markets can do wonders for engagement.

For example, there are obviously still places lacking in internet coverage, particularly in growth regions such as Latin America. For suppliers trying to enter those territories, that makes it all the more important to ensure that your games don’t take up too much storage, and can be easily downloaded by those with an older smartphone model or a slower internet connection.

Do you localise your games? If so, how? And which regions are they tailored to?

Here at OneTouch, we think it’s all about striking the right balance between creating international hits with cross-cultural appeal, while also producing content for specific local audiences.

Our recent release, Ganbaruto Battle, draws inspiration from the great Japanese tradition of sumo-wrestling. It features a renowned Estonian wrestler called Baruto Kaito, so its appeal is likely to include, without being limited to, players from that country.

Equally, classic casino themes such as Ancient Egypt and Vegas-style fruit symbols often generate global popularity. Our timeless slot title, Forgotten Pharaoh, has achieved tremendous and widespread success by drawing on the former theme.

One might expect that our basketball-based slot MVP Hoops performs especially well in markets where that sport is popular, but it’s actually proved a hit in regions where basketball is not generally followed by the wider population.
Finally, we expect our upcoming title Live Crash to reach a transnational audience, because it is a crash-style title similar to those enjoyed in the crypto-gambling space – which is rapidly gaining followers from around the world.

We research every market diligently to understand what its players want in precise detail. Localisation has proved a successful strategy for OneTouch!

Are there any aspects of game development which are internationally uniform, and do not vary based on where you are in the world?

Some aspects of content development require more localisation than others. Failing to geographically adapt your game from a visual perspective might mean that customers might not want to play it. Failing to do so from a technical perspective, meanwhile, could mean that they are not able to play it.

However, there are other stages of the game development process which are not subject to regional variation. With the exception of a game’s volatility, mechanics do not tend to vary all that much on the basis of geography, unlike technical and visual effects.

Similarly, sometimes localisation isn’t just about adapting to cultural or infrastructural differences, it’s simply a case of knowing the ratio of land-based to online players within the market you are targeting. It’s all about creating an enjoyable entertainment experience for the end user by paying heed to their specific cultural context. Get that right, and you could be onto a winner.

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.

Continue Reading
Advertisement
Click to comment

Notice: Undefined variable: user_ID in /home/eegaming/public_html/wp-content/themes/zox-news/comments.php on line 49

You must be logged in to post a comment Login

Latest News

Everything you need to know about VCT Game Changers EMEA #2

Published

on

Reading Time: 3 minutes

58 teams of fierce competitors are set to battle it out in the next iteration of the groundbreaking VCT Game Changers EMEA tournament series next week – and we’ve got something very exciting to share with you all before then!

Review VCT Game Changers EMEA Series #1

With the first VCT Game Changers EMEA tournament concluded, our teams have proven they are #HERETOSLAY, – and now it’s time to show that VCT Game Changers EMEA is here to stay!

True to VCT Game Changers EMEAs goal of fostering an inclusive environment for competition and creating new opportunities for women to shine in the VALORANT esports ecosystem, an astonishing total of 49 Teams registered for the first VCT Game Changers EMEA tournament, which took place between September 27 – October 3 this year The top spot was taken by TENSTAR Nova  following a valiant fight against Rix.GG after a week long competition, with the final score standing 3:1 in favor of TENSTAR Nova

This translates to 272 players (including subs) from 36 countries in the EMEA region, with the largest number of players coming from Turkey, followed by Russia and France.

VCT Game Changers EMEA Series #1 boasted 21,933  peak viewers with over 189,000 hours watched across platforms and simultaneous co-streams presented by our 12 Watch Party Hosts. The hosts have also committed to host the upcoming tournaments as well, making Game Changers EMEA accessible in 7 languages

Vera Wienken, Brand Manager DACH at Riot Games said: “We couldn’t be more proud about our first achievements. It’s awesome seeing these women competing on such a high level and vocalizing their dedication and positive feedback publicly. We see more and more esports organizations signing talents, which is a huge success and will allow us as a region to thrive together towards a more diverse VALORANT esports ecosystem. This is only the beginning, we are here to slay.”

And following the roaring success of our first series, we’re happy to announce that Series #2 and beyond will be backed by an incredible new partner ready to join the fray!

HyperX partners with VCT Game Changers EMEA!

We’re delighted to reveal HyperX as our Main Partner for VCT Game Changers for the remainder of our first season! HyperX is integral to the VALORANT esports community and we’re excited to have them on board to help us push VCT Game Changers EMEA to the next level.

“At HyperX we celebrate and empower all gamers to be their best. The VALORANT Game Changers tournament is an incredible initiative that lifts all women to the forefront of competitive gaming, an area which needs to be improved to ensure inclusivity in gaming and esports. We’re proud to support the VALORANT Game Changers series in EMEA and look forward to witnessing the next generation of a more gender equal esport.”  Said Jessany Van’t Hoff, Head of Global Gaming Partnerships for HyperX.

What’s next? Looking ahead to VCT Game Changers EMEA Series #2

We’re immensely proud of VCT Game Changers Series #1 – so much so that we’re excited to do it all again!

VCT Game Changers EMEA Series #2 will kick off later next Monday as up to 64 all-women teams will battle it out for the lion’s share of the €20,000 prize pool. Series #2 will begin on October 25, with the final game closing out on October 31 in an action-packed week showcasing the best of the best female VALORANT talent EMEA has to offer.

And after watching Series #1, we know that some of these squads are ready to turn up all guns blazing! With that in mind, here are some of teams you should definitely keep an eye out for:

  • Rix.GG Lightning

    • The Rix.gg Lightning squad showed they are a force to be reckoned with in the last Series, securing second place after a strong showing against rival squad, TENSTAR Nova. Rix.GG has already established itself as an impressive org within the UK and are known for their fighting spirit during heavy competitions. On their return to Series #2, expect them to come back with a vengeance!

  • TENSTAR NOVA

    • TENSTAR Nova are our reigning champs after taking down Rix.GG in VCT Game Changers Series #1, and snagging the biggest slice of the prize pool on offer. The teams return to Series #2 will surely put the other teams on red-alert.

  • Oxygen Esports

    • Oxygen Esports were our third place winners of VCT Game Changers Series #1 and showed tremendous determination throughout the competition. With a roster of fantastic players and the hunger to fight for the crown, this Turkish side is definitely one to keep an eye on in Series #2.

  • The Originals

    • After securing fourth place in Series #1, The Originals will be aiming for numerous successful rematches this time around. We’re expecting big things from this new team, and we can know their squad are thinking the same thing.

Continue Reading

Latest News

Snax Launches New App that Turns Players into Movie Makers with Interactive Gameplay

Published

on

Reading Time: < 1 minute

The future of interactive movies has arrived. Paris-based startup Marmelapp has released Snax, an app that combines movies with interactive gameplay to give the player control over how the story progresses. Players become movie makers by making choices with bitesize content and solving fun puzzles.

Snax combines movies with interactive gameplay to give the viewer control over how the story progresses. Choose which direction to go, where to hide, how to react and more as the story unfolds. Use the 360 mode to look around before making decisions. Viewers will also encounter puzzles during gameplay, and hits are available for those who get stuck.

Reviewer dxlyen gave Snax five stars and said, “Perfect for the spooky season! It really makes you think, there are cool features like 360 mode, and it’s really like you’re actually there. But get this, you don’t need any account or anything! And btw the effect it makes when you open the app is so satisfying. Really needs more recognition.”
Nasia2006 said, “Just from the first episode, I am hooked on this app! It really makes you think, and it’s a very interesting app!! Best thing I could have ever downloaded, honestly!”

Snax is free to download on the Apple App store and offers free gameplay options. Subscription options are available within the app for premium features and unlimited content. Subscriptions are available for one week, one month, and one year.

Continue Reading

Latest News

Kindred Reports Decline in Revenue from Harmful Gambling in Q3

Published

on

Reading Time: 2 minutes

 

Kindred Group has reported that the share of revenue from harmful gambling decreased to 3.3% in the third quarter of 2021.

Kindred is committed to transform gambling by being a trusted source of entertainment that contributes positively to society. Therefore, Kindred has set an ambition to reach zero per cent of revenue from harmful gambling by the end of 2023 and to report this on a quarterly basis. The purpose is to be transparent, contribute to a fact-based dialogue about harmful gambling, and raise awareness of the Group’s sustainability work. For the third quarter of 2021, the share of revenue from harmful gambling decreased to 3.3% from 4.3% in Q2 2021.

“We are pleased to see that the percentage of revenue coming from harmful gambling has decreased. Whilst we welcome this decrease, we do understand that we still have to work hard to further decrease this number. In line with our roadmap, our operational teams have worked to implement more proactive customer interactions, and this has resulted in an increase in the use of control tools to help customers stay in control,” Henrik Tjärnström, CEO of Kindred Group, said.

“We have also taken a more cautious approach towards the younger demographic, since this group is at a higher risk financially and is more prone to addiction. Therefore, we have set up tailored approaches to de-risk customers that are between 18-24 and we can already see the benefits from this action,” Tjärnström added.

On October 11, Kindred’s Head of Responsible Gambling and Research, Maris Catania, together with her PhD tutor, Professor Mark Griffiths, published a peer-reviewed research paper that examines the application of DSM-5 criteria for gambling disorder to actual online gambling behaviour. This notion and approach are the basis for the ideology behind Kindred’s behavioural monitoring system.

Kindred announced it will continue to work on publishing more research to increase the transparency of information through empirical studies.

“To limit harmful gambling, the behaviour has to be identified in the first place. Our research provides Kindred with actual examples of the types of behaviour engaged in by problem gamblers, which could be used by the player protection team to identify potential markers of harm,” said Professor Mark D Griffiths, Nottingham Trent University.

Continue Reading

Trending

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