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Exploring the Metaverse and AI’s role in it

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with modl.ai’s CEO & Co-founder Christoffer Holmgård

  1. How do you define a metaverse?

The metaverse is a challenging thing to define, partly because it’s such an abstract concept, but also as no one has created one yet – so the exact scope of what we’re talking about is a bit blurry. To define the Metaverse, it makes sense to look to fiction, where the term was originally coined. In Neal Stephenson’s Snow Crash, the Metaverse is a digital, online universe, perceived from a first-person perspective, that exists independently of whether you are logged into it or not. It’s a persistent place that you can access, change, leave, and return to.

There’s a myriad of possible definitions, but there are common threads between them. The metaverse could be defined as a multi-user real-time virtual space where individuals around the world can connect via a network, co-exist and socialise. Many games and platforms exist already that could fit this description, but what sets apart the metaverse from a traditional multiplayer experience is the ability for players to create and share content to shape the world around them in a more or less persistent setting.

  1. When do you think the first Metaverse will be created?

Some think we’ve already arrived, others think the metaverse will be far grander in scale. If you look at your gaming library today, examples that resemble metaverses will instantly jump out at you in the shape of Minecraft, Dreams, Fall Guys, Roblox and Fortnite. For many people, these titles are no longer considered games but persistent spaces to connect and socialise through virtual experiences – that may or may not include gaming.

Historically, the gaming industry has seen many forms of the metaverse since its inception. World of Warcraft has had its own functioning virtual and digital metaverse in the form of a digital and virtual economy for decades. Second Life is another early example that partly fits the bill, and EVE Online in particular stands out as a persistent universe shared between all the players where large organizations and even an economy have sprung up. Looking even further back, the early Multi-User Dungeons of the 1970s – or MUDs – might be considered proto-metaverses without graphics. Each of these examples contain different characteristics that define the Metaverse, even if they didn’t manage to achieve them all.

  1. How are you seeing the metaverse trend being reflected in the industry right now?

We’re seeing a drive across the games industry toward creating platforms for Metaverse-like experiences. Using either existing technologies or games, and even building new ones. The trend has been going on for quite some years, but it seems we’re reaching a point where the idea of Metaverses is coming together for both players and large industry actors. What’s more, the global pandemic has undoubtedly accelerated some of these trends that were already underway.

Fortnite, Roblox, and other big titles have slowly evolved from games to online spaces where people can interact and spend virtual currency on in-game items to build relationships and experience something fun and unique. Elsewhere, the trend continues thanks to games like Fortnite, which continues to develop more virtual experiences like its famous concerts. What’s more, Fortnite’s publisher, EPIC Games, recently raised $1 billion to support its future vision to build the metaverse.

With nearly 40 million daily users, the online gaming platform Roblox has become an incredibly popular online community. The game allows its users near-limitless possibilities to create, buy and sell, customise and socialise. What’s more, Roblox no longer calls itself a game on its website anymore; instead, it’s now an experience.

In essence, it’s a collection of semi-persistent spaces created by players using the same foundational tools and protocols. They make their spaces uniquely their own by changing and expanding templates and customising them in creative ways that no single game development company could come up with on their own.

Developers who have created popular interactive virtual social spaces have realised the earning potential behind their ‘games within a game’. So the race to perfect the metaverse model is on!

Many believe the metaverse is the next logical evolution of the internet, so it’s easy to see why so many big industry players are racing to stake their claim and take as big a piece of the pie as possible. So much so that even the country of South Korea has begun laying the foundation for its metaverse, as it recently created an alliance between 17 of the country’s industry-leading tech companies. Most recently, Facebook came out and declared itself a contributor to bringing about the Metaverse.

There is currently no single metaverse, but given the recent boom in brand collaborations and cross-platform play, in the future, we may see several of them become interoperable or meld together in a shared vast universe. But the biggest hurdle will still remain getting companies to look past their own interests to drive inter-organisational collaboration.

  1. What do you think will be some of the main hurdles in establishing the first metaverse?

Creating a metaverse is one thing, but keeping players engaged and returning to this new frontier is another. Gaming professionals need to understand what motivates players to contribute and come back to these virtual spaces. The key lies in understanding player behaviour. It may sound obvious, but measuring the way a given player moves through and interacts with a virtual space is a great way to gauge their interests. Their interactions, however seemingly insignificant, reveal the player’s preferences from moment to moment.

Understanding a player within the metaverse could be reached by manually picking and studying the individual user, but this approach quickly becomes unfeasible at scale. Alternatively, one can sample representative users, but this form of user research is time-consuming, expensive, and doesn’t pinpoint accuracy at the individual player level. This is where artificial intelligence can help.

  1. What role will AI play in the metaverse?

Put simply, publishers need their players to return, continue investing, and growing with the environment itself. Tools such as AI that learns from and understands the audience could be the key to growing the metaverse as the game industry’s next frontier.

Today we’re already seeing how AI can assist in daily work, assisting with checking, testing, coding, or even generating whole segments of stories automatically. As more people become digital content creators, we expect AI to take a role as a creative assistant working next to human creators, automating boring, repetitive or difficult tasks that are part of the creation process. AI systems will learn from prior examples and patterns in the Metaverse and use the learnt information to assist with new creative processes.

An additional way in which AI will be significant in the Metaverse is that AI systems will get to know you over time and shape your experience of the Metaverse accordingly. A quality of digital universes is that they, by their nature, allow for the observation of just about everything that goes on in them. One method that can help developers understand their players is by recording their behaviour at the action level and using it to create AI Personas – which are essentially models of the players in parts of the metaverse. By first logging and replicating player behaviour, AI Personas can predict how certain players or groups would act, and by extension, what that means in terms of interests, motivations, and preferences.

These predictions can then be used to tailor and adapt the player’s experience with the most engaging content and interactions at the individual level. You could imagine having an AI system that puts together or even generates content and experiences that are tailored just for you.

It even opens the opportunity for you to leave behind imprints of yourself when you’re not signed into the Metaverse. Some video games already offer a version of this today – for instance Forza Motorsport has Drivatars: AI drivers that drive in your style, that your friends can race against if you’re not online to compete. Perhaps, in the future, we’ll have our own AI doubles or assistants filling in for us in the Metaverse, when we’re not around to play.

This idea is really an extension of character customisation, which has become a cornerstone of modern gaming. Epic Games understood early on how character customisation and avatar expression attracted players away from competing titles such as PlayerUnknown’s Battlegrounds. Licensing pop-culture avatars was key to keeping people within the Fortnite metaverse. Interest amongst players is always high because there’s a chance for them to wield a lightsaber one week then wear the infinity gauntlet as Thanos the next.

This level of avatar detail and customisation, and the ability for users to express themselves in new and exciting ways, will potentially be the cornerstone of any successful future metaverse project as players use this as a form of expression.

But as games continue to increase in scope and attract more players to log on, manually managing these virtual worlds becomes much less feasible – especially in the context of a metaverse. So you can quickly see where AI fits into the equation.

From generating digital environments, shaping more realistic AI character behaviours to automated bug finding, the potential applications for artificial intelligence will be near-limitless. With regards to the Metaverse, whatever final form it takes, I believe artificial intelligence will be vital in realising projects of this scale.

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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Kambi Group plc repurchase of shares during 23 April – 29 April 2025

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Kambi Group plc (“Kambi”) has during the period 23 April to 29 April 2025 (the “Buyback Period”) repurchased a total of 10,000 ordinary 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 10,000 ordinary shares at a volume-weighted average price of 118.45 SEK. From the beginning of the Programme, which started on 6 November 2024, until and including 29 April 2025, Kambi has repurchased a total of 1,262,000 ordinary shares at a volume-weighted average price of 108.89 SEK per share.

During the Buyback Period, Kambi has repurchased shares as follows:

Date Aggregated daily
volume (number of
ordinary shares)
Weighted average
share price
per day (SEK)
Total daily
transaction
value (SEK)
23 April 2025 2,000 120.13 240,268
24 April 2025 2,000 117.86 235,710
25 April 2025 2,000 119.02 238,034
28 April 2025 2,000 117.57 235,133
29 April 2025 2,000 117.68 235,365

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 29 April 2025, Kambi’s holding of its own shares amounted to 1,262,000 and the total number of issued shares in Kambi is 29,903,619 ordinary shares. Under the Programme Kambi is authorised to repurchase a maximum of 3,127,830 ordinary 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, kambi.com/investors/share-information/

 

The post Kambi Group plc repurchase of shares during 23 April – 29 April 2025 appeared first on European Gaming Industry News.

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WinSpirit Casino Earns AskGamblers Certificate of Trust

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WinSpirit is proud to announce that it has officially received the Certificate of Trust from AskGamblers—one of the most respected accolades an online casino can achieve.

This certificate is awarded only to platforms that demonstrate exceptional standards in key areas such as fast payouts, high player ratings, and a strong commitment to responsible gambling. It reflects WinSpirit’s dedication to player satisfaction and further strengthens the brand’s reputation as a trustworthy, high-performing casino.

With this recognition, WinSpirit reaffirms its promise to players: that their funds and personal data are protected, their rights are upheld, and their experience is both fair and rewarding.

“Receiving the Certificate of Trust is not just a badge of honour – it reflects the daily effort we put into building a casino that players and partners can rely on” — says Kate Van Engelen, PR Manager at WinSpirit.

“It motivates us to continue setting the bar high in fairness, support, and transparency,” she added.

AskGamblers is an acclaimed casino affiliate website, renowned for offering players unbiased, accurate, and up-to-date information about online casinos.

The AskGamblers Certificate of Trust now takes pride of place on the WinSpirit website, serving as a clear symbol of quality, reliability, and transparency.

With over 17,000 games, a wide range of payment methods, 24/7 customer support, and generous bonuses, WinSpirit continues to set the standard for excellence in online gaming.

 

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A New Era Arrives As GTO Wizard Technology Integrates With GGMillion$ Live Stream

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In the late 1990s, the introduction of the hole card camera revolutionized televised poker, letting fans finally experience the hidden drama and brilliance behind every hand.

Now, GGPoker, the World’s Biggest Poker Room, together with GTO Wizard, poker’s leading educational platform, is proud to announce the next great leap in live poker broadcasting. Starting next Tuesday, May 6th, the GGMillion$ final table stream will feature live, on-screen analysis powered by GTO Wizard’s state-of-the-art technology.

For selected hands, viewers will see real-time strategy insights, revealing the optimal play at each betting street, and letting fans instantly track when players stick to Game Theory Optimal (GTO) strategy or go their own way. The GGMillion$ commentary team will also have access to GTO Wizard’s AI live analysis, allowing for even deeper, more nuanced coverage of the action.

This integration doesn’t just revolutionize the viewing experience — it brings a new layer of transparency and trust to the game. Each player’s decisions at the final table will be monitored for fairness, ensuring the highest integrity on the game’s biggest stage.

For the first time, poker fans will get a front-row seat to the true strategic battleground — and experience exactly what separates the world’s best players from the rest. The future of poker broadcasting is here. See it unfold live on May 6.

GGMillion$ is poker’s premier high-roller tournament, a weekly $10,300 tournament with a $1,000,000 guaranteed prize pool, attracting the game’s elite every week. Learn more about GGMillion$ here: ggpoker.com/tournaments/ggmillions/

GTO Wizard AI has revolutionized the way poker is learned and played, continuing to push the boundaries of game theory innovation. Learn more about GTO Wizard AI here: blog.gtowizard.com/ai-and-the-future-of-poker/

 

The post A New Era Arrives As GTO Wizard Technology Integrates With GGMillion$ Live Stream appeared first on European Gaming Industry News.

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