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Exclusive Q&A with Robert Chvatal, Chief Executive Officer at SAZKA Group

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As CEO of European gaming giant SAZKA Group, Robert Chvátal knows more than most how the COVID-19 pandemic has impacted the industry over the last 18 months. But whilst lockdowns in a number of its markets have taken their toll on the group’s retail offering, he is bullish about the long-term prospects. In an exclusive interview for European Gaming, he revealed how the use of technology and a customer-centric approach is driving online growth and allowing operators to provide a safer gaming environment.

 

Holiday season is often a time for rest and reflection. How do you look back on the last few months and what challenges did it pose for SAZKA Group?

I’m pleased to say that we have managed to remain resilient in what has been an unpredictable period with often disruptive trading conditions. As people will know, 80% of our EBIT is generated through lottery-style games. Clearly lock-downs have had an impact on our operations, with retail in Italy and Greece in particular taking a hit. And yet our strategic focus on online channels paid off. I think the growth of digital sales during the pandemic is very supportive for our future development too. 30 per cent of GGR for our Czech business in 2020 came online and that continues to grow. In Greece, OPAP recently launched a digital entertainment hub and has seen really good take-up of online lottery sales, despite starting from a low base. Retail remains important. Picking it up and rejuvenating it in the coming months is a priority, but online is a rising star providing us with real guidance too.

 

Across the industry we’ve seen witnesses the introduction of a wave of new products and a freshening up of old ones. What part has SAZKA Group played in this?

With more and more customers heading online, as well as potential new ones sat in front of their computer and phone screens, it was imperative that we kept our product offering up-to-date and relevant. All our operator companies introduced new content suitable for their jurisdictions. Needless to say, we also introduced new lottery draws too. Hand in glove with this went customer engagement plans that allowed us to showcase the full product portfolio and content diversity that is so important these days. We also saw the roll-out of customer loyalty programs that rewarded our regular players, be they in-store or online. This helped to really personalise our interaction at a time when we were all distancing ourselves from one another as a society. The results to date have been very encouraging.

 

How has the pandemic changed the way that you approach marketing, particularly when it comes to players who have moved online and those new ones who are joining them?

Interestingly, we are gaining real traction with event-based jackpots with specific themes. Friday the 13th has become a real tradition for us, as many people will now know. There are some key dates when players like to try their luck such as Black Friday top. With millions of people online looking for a bargain, it is a date that resonates in some of our markets. We are often able to collect much higher wagers on these special dates because we’re able to market them better. Clearly customer loyalty takes on a new meaning online too. Traditionally, retail has been an anonymous experience with people going to a newsagent or a kiosk to buy a lottery slip. That suits some people and that’s fine, but it doesn’t allow us to capture anonymised information on consumer trends. Online obviously requires people to register and be verified, allowing us to ensure the are safer from a responsible gaming point of view, which is crucial.

 

What part is technology playing in providing a better player experience?

We are really making the most of big data, joining the dots between lottery and those who play other games. It has a huge benefit online. But retail loyalty is equally important for us. That’s why we offered virtual loyalty cards, where players register online with a mobile number. This then allows us to identify them as a unique player. We also have a proposition in retail loyalty called Wheel of Fortune where participants benefit by being offered a second chance within 24 hours of their retail purchase, for example. People are embracing it because they see the benefits of what is being offered. There is nothing worse than being bombarded with products and services in which you have no interest. Harnessing big data and processing it thoughtfully allows technology to tailor our offering. That has never been more important in a world full of distractions. We also see technology as a vital means of protecting players, more of which is below.

 

Player protection and the need for safer betting and gaming environments are rarely out of the headlines these days. How is the lottery sector and SAZKA Group in particular dealing with the challenges these concerns present?

SAZKA Group is committed to responsible gaming. It always has and always will be a central plank of our proposition as a business. All of our operator companies are part of European Lotteries, so there’s a strict and supervised responsible gaming certification mechanism. In some respects, we’re fortunate. In lottery wins are infrequent, compared to games with higher probability and higher frequency. The risk of excessive or problem gaming is small as a result. But there is clearly no room for complacency. Some of our companies run sports and casino betting too, of course, and put significant resources into ensuring customers are supported. We let them know about setting time and spending limits and the advantages of taking frequent breaks. We also educate our employees and store partners in responsible gaming training, so that they can apply the relevant standards and principles. At the end of the day, this should be an enjoyable and playful experience for our customers – and we need to play a central role in maintaining that.

 

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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Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming

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MixRift unveils brand new strategic PvP arena gaming experience

MixRift, an innovative mixed reality (MR) gaming developer, today announced the official launch of Battle Orb, a competitive strategy game which invites players to challenge each other and transform their physical surroundings into dynamic battlefields. Available now for Meta Quest platforms, Battle Orb represents the next evolution in mutli-player MR gaming.

A first PvP game for MixRift, Battle Orb allows players to step into immersive arenas where physical and digital worlds collide. Skill meets chaos in this fast-paced multiplayer strategy game, which challenges players to aim, shoot, and dominate with speed and precision across customized battlefields, combining tactical thinking with physics-based gameplay. Every hit counts as players collide, strategise and outplay opponents from around the world, from the comfort of their own homes. Players can compete in 2-player or 4-player battles, earn trophies, unlock and upgrade powerful units, and master unique arenas to climb the leaderboard.

“With Battle Orb, we’re not just launching a game, we’re basically turning your living room into a fantasy battleground.” said Bobby Voicu, CEO of MixRift. “We wanted to create something where anyone can jump in and start having fun in seconds, but that you could also master and keep replaying. I think this is what the future of gaming looks like, and it’s a blast!”

Key Features:

  • HD Graphics: Cutting-edge MR design technology creates a truly immersive gaming experience
  • Creative Character Options: Choose from tens of monsters, creatures, and cartoons to play with – each one zanier than the last
  • Real-Time PvP Action: Face-off in 2-player or 4-player matches full of high-stakes action
  • Physics Meets Strategy: Master the perfect angle, power, and timing to outmaneuver opponents, and perfect your shots to climb through the ranks
  • Unique Units & Powers: Earn wins and open loot chests to unlock and upgrade special characters and abilities
  • Environmental Integration: Scale your battlefield to fit any space, turning living rooms into competitive arenas
  • Competitive Progression: Climb global leaderboards through a rewarding rank system and prove you’re the righteous winner

The game’s intuitive controls ensure players of all skill levels can jump in immediately, while the strategic elements provide long-term engagement for competitive gamers. Battle Orb’s intuitive and quick matchmaking system means players are matched with others in similar ranks within seconds.

Battle Orb has been designed with comfort and safety in mind, earning a “Comfortable” rating and PEGI 3 classification, making it appropriate for players of all ages while still delivering compelling gameplay for serious competitors.

“We’ve created Battle Orb to be a really special mixed-reality competitive experience,” said Voicu. “The way it transforms your physical environment into a strategic battlefield creates moments of gaming magic that simply aren’t possible in traditional formats.”

Availability:
Battle Orb is available now on the Meta Quest Store for Meta Quest 3S, Meta Quest 3, and Meta Quest 2 platforms. The game requires an internet connection for its online features.

For more information, visit https://mixrift.com/ or follow MixRift on social media for updates, tournaments, and community highlights.

The post Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming appeared first on European Gaming Industry News.

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Blask expands Market Overview dashboard with 10 new countries

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Blask, the AI-powered analytics ecosystem for the iGaming industry, has added nine new countries to its Market Overview dashboard — bringing total coverage to 55 global jurisdictions. The latest update significantly strengthens the platform’s insights across Tier 1 and established markets.

Newly added countries include the United Kingdom, Italy, Germany, Sweden, Czech Republic, Portugal, Denmark, Austria, Switzerland, and France. These markets are now fully available inside Blask’s Market Overview dashboard, with access to key performance indicators:

  1. Blask Index – a general signal of overall brand activity in the market
  2. BAP (Brand Accumulated Power) – reflects audience interest based on search trends and engagement
  3. APS (Acquisition Power Score) – measures how effective a brand is at acquiring new users
  4. CEB (Competitive Earning Baseline) – estimates a brand’s potential earnings within its competitive environment

“This expansion sharpens our coverage where it matters most,” said Max Tesla, CEO and co-founder of Blask. “Tier 1 markets are where competition is toughest — and decisions need to be backed by data. With these additions, Blask gives operators a clearer edge in navigating regulated, high-value regions.”

The Market Overview dashboard is designed to help operators, suppliers, and affiliates benchmark brand performance at the country level, track market dynamics, and spot early trends.

This release follows previous expansions into Asia, Latin America, and Africa, as Blask continues to respond to user demand for reliable, granular insights across the global iGaming landscape.

The post Blask expands Market Overview dashboard with 10 new countries appeared first on European Gaming Industry News.

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Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com

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Absolute Sports, a subsidiary of Nazara Technologies and the parent company of Sportskeeda.com, announced today that it has signed definitive agreements, subject to closing conditions, to acquire two IPs, TJRWrestling.net and ITRWrestling.com. These business assets will be acquired from Titan Insider Digital. These IPs add to the already dominant global position of Absolute Sports in the combat sports publishing industry.

TJRWrestling and ITRWrestling established in 2009 and 2020 respectively, have built a robust audience base within the wrestling fan community through their high-quality and in-depth combat sports news and content coverage. Together, they currently attract 1.7 million monthly active users and generate 4.6 million monthly pageviews, predominantly from North America. They generated $722K (~INR 6.1 crore) in revenue in 2024.

The transaction, valued at $1.25 million (~INR 10.5 crore), will be an all-cash asset purchase via the company’s U.S. subsidiary, Sportskeeda Inc., and is expected to close within the next 45 days.

This strategic acquisition bolsters Sportskeeda’s position in the combat sports segment and expands its presence in the U.S., home to the world’s largest pro-wrestling fanbase. The integration of these platforms will also create deeper engagement opportunities for fans and advertisers across digital formats.

Ajay Pratap Singh, CEO of Absolute Sports, commented: “ITRWrestling and TJRwrestling are two of the most respected voices in the global wrestling community. This acquisition aligns perfectly with our vision to be the leading go-to destination for wrestling content worldwide. It also reinforces Absolute Sports’ dedication to expanding its footprint in the fast-growing U.S. media market through a targeted and impactful M&A strategy.”

The post Nazara’s subsidiary Absolute Sports acquires TJRWrestling.net and ITRWrestling.com appeared first on European Gaming Industry News.

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