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

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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.

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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
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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
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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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