Latest News
The convergence of gambling and video gaming – better together?
An increasing number of industry titans in recent years have moved into video games and many video game outfits have turned their eye to offering ‘gambling’ elements within games. With these moves and the rise of social/mobile gaming bringing these industries closer to traditional gambling and igaming, what is there to be learned from this growing convergence? Andy Sekula, Head of Games at Kalamba and Vladimir Malakchi, CCO at Evoplay offer their thoughts.
Has the global video game boom influenced the design and development of today’s games? Gamification has been a focus for iGaming developers for some time, has this been driven by the rise in video game popularity?
Andy Sekula: There has been a lot of work invested in video game development over the years in regards to all sorts of progression and collection mechanics, with the ultimate goal being to reward players for specific behaviours. The primary goal for that industry is essentially the same as ours – to entertain and engage – and to that end, we can learn from video games just as we can from other products and services that compete for leisure spend such as movie streaming platforms like Netflix.
While the nature of certain AAA video games is sometimes significantly larger in scope – think Grand Theft Auto, for example – the same principles of attracting, engaging and retaining players remains and is in a sense more difficult for iGaming studios as we have to pack the same amount of involvement into a product that is smaller in scale and by nature is shorter in terms of average playing sessions. Despite this, many slots are now a world apart from what was produced 10 or even five years ago and highlight the creative talent our industry possesses.
Vladimir Malkachi: When it comes to popular culture, the video game industry is no doubt one of the most influential verticals, especially gambling, as both gaming and gambling belong to the same concept of entertainment, where audiences from both worlds intersect with each other. After all – the convergence is obvious – both video game and casino players seek the same goals – fun and gaming. However, those who choose gambling games also want to experience the thrill of betting, which offers a whole new dimension.
From a technological point of view, iGaming companies continue to follow the video game industry and adopt their solutions, such as development, game engines, features, graphics, and sound to create an experience similar to the one seen in the video game world. Casino and video game developers also take a similar approach to storylines – they search for innovative, creative, and exciting themes that can provide a fresh and immersive experience to players. iGaming has also inherited the trend of in-game purchases, such as shops and loot boxes, a vivid example of this is the bonus buy feature you see in several casino titles these days – which again shows how much the verticals are converging.
In general, the video game industry is a trendsetter and a source of ideas and inspiration to those within the iGaming space. It attracts both Millennials and Gen Z players, who share many audiences and demographics with many gambling brands.
Licensed games, chosen correctly, can be valuable investments for studios. We have already seen classic video game IPs feature in some slot titles in the past – is this something that can be leveraged further? Must it be something more than just window dressing?
AS: This is quite a tricky thing to do well and there haven’t been too many successful examples of IPs moving from the video gaming world to slot games. Whether this relative lack of success so far is the reason why it hasn’t been leveraged more, I’m not sure.
Done right, I can see some potential in classic universal IPs like PacMan or Donkey Kong but for more modern brands such as the likes of Pokemon, you wouldn’t see it appear in slots until it’s not resonating with a younger audience anymore and when the generations that played the original game are old enough to play video slots, such as with Space Invaders or Street Fighter II.
VM: It’s always exciting when the audiences of two popular brands merge together into one type of entertainment – especially when it comes to something from the wider cultural world being integrated into iGaming.
As well as attracting wider audiences from the outside world, it certainly benefits game providers, giving them a larger media presence and in turn creating wider interest from the outside world, which is especially beneficial if you’re a listed company and as a consequence, as it can directly affect your company’s profitability and volume.
However, alongside the benefits that can be achieved by securing brand rights with third parties, we do need to take costs into account. The average royalty to be paid off to the contractor is 3-15% of the GGR, with joint approval needed from both sides, which can certainly affect the potential for a partnership, and indeed the bottom line.
Saying this though, the benefits usually outweigh the costs, and I’m sure we will see more deals of this type in the future, but considering everything mentioned above, it might not be for everyone, especially those who are just entering and establishing themselves on the market. The key, as always, is identifying your audience and followers and creating a gaming experience that resonates with their values.
Betting on people playing games (esports) has for some time proven hugely successful. What impact has this had and could have going forward, on traditional gambling as a whole?
AS: Betting on outcomes, as we’ve seen with traditional sports betting, has been around long before esports (or even electricity!) appeared, but now it’s established, esports is an ideal focus for sportsbooks since there’s a lot of both skill and luck (randomness) involved – so its a perfect vehicle for evolving the betting industry. I think given the different demographic that we see watching and being involved with esports, there’s the prospect of opening up igaming and betting industry offerings. This would mean the emergence of a whole new sector of players/bettors and consequently the potential for new styles of games/experiences to suit. It will be interesting to watch it evolve.
VM: Without a doubt, the implementation of gaming-inspired features into casino products can significantly expand what’s on offer, and as a consequence, attract new players. This is especially the case when it comes to the spirit of fixed odds and sports betting, and when incorporated into gaming titles, can help go a long way to reaching sports betting fans who might want to give gaming a try.
In our view, instant games are among the best examples of how this approach can be carried out. Players can choose types of bets, which provides them with a gambling experience similar to betting on sports, which in turn makes them feel right at home without any major learning curve required to start playing a game.
The value of such products was analysed heavily during 2020 when sports events were canceled, and bettors needed to find a substitution for the hobby they used to entertain themselves with. Subsequently the adoption of betting mechanics in casino games’ introduced casino brands to the sports betting market and simultaneously covered its audience’s demand – we’ve seen the success it has had during the last two years, and there’s no reason for that not to continue even with sports back, as we are entering a new era of gaming where such transitions are far easier than before.
A recent study declared that video gamers are up to 4.5 times more likely to participate in betting and igaming. How can this new demographic of potential players be best approached?
AS: To some extent, this could be two things: being literate with technology and already being introduced to the concept of gambling (like gatcha boxes) and competition (leaderboards) that they have already been exposed to and are experienced in. Or maybe it’s more about the preference for electronic entertainment (deemed the ‘spiritual opium’ by Beijing regulators). Either way, it’s another sector of players for us to understand and to do our best to accommodate.
VM: As we’ve mentioned, there’s plenty of intersection when it comes to audiences and demographics, as at the end of the day, all users are after one thing – entertainment. This means that everything starts with a product that can both encompass and be adapted to players’ usual patterns of expectations for the gaming experience. It is evident that both video gamers and sports betting fans have their own preference – gamers especially look for a storyline, strong characters, and a clearly-defined challenge – while sports bettors will always gravitate towards ‘live events’ and the thrill of taking on the ‘house’.
In line with this – when robust analytics of audiences and demographics are applied, companies can learn where users can be found and the methods behind attracting them through specific messaging and themes. This requires analytics-based marketing, as well as creative and technological solutions, which will of course vary across product type and the desired outcome.
Online, social gaming is a place where many gamers meet up, forge friendships and communities – to what extent can this be mirrored within igaming?
AS: Basically, a brick and mortar casino creates an environment where players can gamble in a social setting, which additionally reinforces many emotions. This can be, to some extent, recreated within the live casino vertical, where people chat and bet on the outcomes of the casino games and their variations in real-time. We can also see some efforts being made in order to make slot games more of a social experience, where people can not only watch and chat with the streamer but can also bet with them. There’s great potential for experiences like this to be developed.
VM: Socialisation is an established concept in the video game industry, where multiplayer gaming has almost become a must-have offering and certainly has become an event that players expect when certain games are released. A wide variety of platforms designed for communication between players is key to making this happen – with forums, chats, and online communities allowing gamers to interact with each other.
Steam set the trend for socialisation in the gaming vertical, providing an opportunity for players to discuss games, share their opinions and give recommendations. Twitch has continued this trend, as well as attracting gambling streamers, once again demonstrating how the two audiences often intersect. The content on Twitch attracted fans of casino games, which gave rise to the communication between gamblers.
Today, the social aspect of gambling continues to grow, which will no doubt continue to see growth continue given the demand. The pandemic and insufficient levels of communication due to lockdowns have only enhanced the demand for socialisation within iGaming, as it’s become quite apparent that modern players seek to exchange their playing experience.

Latest News
PAGCOR: Online Gaming fuels nation-building, but illegal sites pose risks
Online gaming has emerged as one of the government’s biggest revenue drivers this year, the Philippine Amusement and Gaming Corporation (PAGCOR) said today, even as it raised alarm over unregulated sites preying on Filipino players.
In a report to the House Committee on Games and Amusements, PAGCOR Chairman and CEO Alejandro H. Tengco said the licensed online gaming sector earned Php69 billion in license fees from January to July this year alone.
Of the total, Php41 billion came from electronic games (E-Games) while Php28 billion came from other online game offerings.
“Because of its huge potential, online gaming has become an important source of funds for our nation-building commitments, including PAGCOR’s support for education, health care, and community development,” Mr. Tengco said.
The PAGCOR chief added that in the first seven months of 2025, online gaming contributed Php27.47 billion to nation-building, funding corporate social responsibility (CSR) programs including Php14.72 billion for the Universal Health Care Law.
Other projects that will benefit from the robust performance of the online gaming sector are PAGCOR’s flagship CSR projects, including the construction of school buildings, socio-civic centers, wellness centers and E-Learning hubs.
“Every peso we collect from the gaming sector translates to meaningful projects such as classrooms for our children, health programs for our people, and safe spaces for communities in times of calamity. This is how we ensure that gaming directly benefits Filipinos,” Mr. Tengco said.
But he also warned of the growing threat of illegal online operators that entice players of all ages without safeguards.
“These illegal sites not only deprive the government of much-needed revenues but also expose Filipino players to numerous risks,” Mr. Tengco said.
He vowed stronger enforcement against such platforms and said that “PAGCOR is committed to strengthening regulation and enforcement to ensure that only legitimate and properly monitored operators are allowed to operate.”
The post PAGCOR: Online Gaming fuels nation-building, but illegal sites pose risks appeared first on European Gaming Industry News.
Latest News
MARCA Named Official Strategic Partner for Legends Charity Game 2025
Spain’s most influential sports voice, MARCA, has been confirmed as the Official Media Partner for the Legends Charity Game 2025, holding exclusive coverage rights across the Spanish market.
Set for September 15 in Lisbon, the Legends Charity Game 2025 will bring together football icons for a Portugal Legends vs. World Legends showdown. The match aims to raise €1 million for four selected charities, blending elite sport with a powerful message of unity and social impact, fittingly held in a city set to co-host the 2030 FIFA World Cup.
The Legends Charity Game, organised by Sport Global, will raise funds for four organisations: the Ukrainian Red Cross Society, which continues to provide critical aid amid war; the Portuguese Red Cross, delivering support to communities facing hardship; International Alert, a peacebuilding NGO working in conflict zones worldwide; and Caritas Portugal, which supports vulnerable families facing poverty and displacement.
The pitch will host a lineup of football greats, including Luís Figo, Deco, Nuno Gomes, and Carvalho for the Portugal Legends, and global icons like Kaka, Cafu, Puyol, Michael Owen, Del Piero, and Henrik Larsson for the World Legends.
Rasmus Sojmark, CEO & Founder of SBC Events and Sport Global Group, which organises the Legends Charity Game, said: “With MARCA on board, we’re able to reach millions of fans and drive real impact for the causes this match supports.
“Their reach, especially in Spain and Latin America, will be key to amplifying our message of hope, unity, and charitable giving.”
As the world’s second most visited sports website, MARCA.com stands as a global titan of sports journalism, attracting over 257 million visits in June alone. Known for its authoritative coverage, deep fan engagement, and expansive reach, MARCA’s involvement in the Legends Charity Game guarantees the event will connect with millions of passionate football fans across Spain and the globe.
The match is expected to attract 50,000 fans to Estádio José Alvalade, and reach millions more through an international broadcast and digital livestream. With a world-class production featuring Champions League-style coverage, the Legends Charity Game is set to become one of the most widely viewed and celebrated charity sporting events of the year.
“MARCA’s involvement ensures Lisbon, and the Legends Charity Game will be at the heart of the global football conversation this September,” Sojmark added.
About the Legends Charity Game
The Legends Charity Game brings together the greatest footballers of yesterday for the benefit of tomorrow. With a mission to raise €1 million for charity, the event will unite sportsmanship and purpose on one of Europe’s most iconic pitches. Learn more at https://www.legendscharitygame.com/.
About MARCA
Born in 1938, MARCA has written the history of Spanish and international sports since its beginnings, and its national character defines it as the newspaper for all fans. In addition, it is regarded as the most comprehensive specialized daily, open to all sporting disciplines, and an international benchmark.
In Spain, it is the leading sports daily with 967,000 daily readers in its print edition, according to the second 2025 wave of the Estudio General de Medios (EGM), and with an average daily online audience of more than 3.4 million followers, as reflected in the latest data collected by GfK.
The post MARCA Named Official Strategic Partner for Legends Charity Game 2025 appeared first on European Gaming Industry News.
Latest News
Digitain Strengthens Romanian Market Presence Through KingCasino Partnership
Digitain has entered a new partnership with KingCasino, further solidifying its active role and growing presence in the Romanian market.
Digitain, the leading sportsbook and iGaming solutions provider, proudly announces its latest partnership with KingCasino, marking another step in its Romanian growth journey. This partnership also strengthens Digitain’s footprint across Eastern Europe, reflecting the company’s ongoing commitment to equipping operators in the region with advanced sportsbook and iGaming solutions.
KingCasino is a fast-growing operator in Romania, offering players a wide range of slots, live casino, and sports betting opportunities. Known for its user-friendly platform, localized offering, and strong customer focus, KingCasino continues to build a loyal player base in the competitive Romanian iGaming landscape.
Through this partnership, KingCasino will gain access to Digitain’s award-winning Sportsbook, featuring thousands of monthly events, as well as Digitain’s Centrivo platform – a state-of-the-art solution for online casino and sports betting operators. In addition, KingCasino will benefit from advanced gamification and built-in bonus engine, real-time tournament engines, and customizable multi-layer progressive jackpots that enhance player engagement, along with access to dozens of casino providers available in the Romanian market.
Ani Mkrtchyan, Chief Sales Officer at Digitain, commented: “Partnering with KingCasino is not only about expanding our footprint in Romania — it’s about building long-term, value-driven relationships. With a shared ambition for growth and innovation, we are confident this collaboration will deliver outstanding results while contributing to the development of not only local but also global iGaming ecosystem.”
Thanos Karakostas, Head of Product at KingCasino, added: “As a company dedicated to delivering top-tier gaming experiences, we are always looking for ways to innovate and expand across the market. With Digitain’s expertise and advanced solutions, we will further enhance our offerings for players. Their reliable technology and committed team make them a trusted partner, and together we share a vision for excellence and continuous improvement.”
With this latest agreement, Digitain further expands its network of partners across Eastern Europe, reaffirming its position as a trusted technology provider committed to supporting operator growth in regulated markets worldwide.
The post Digitain Strengthens Romanian Market Presence Through KingCasino Partnership appeared first on European Gaming Industry News.
-
Latest News3 months ago
HIPTHER Movement Launched: Fitness Community & Summer Run-Off Challenge Powered by GameOn
-
Latest News2 months ago
Brand-new projects debuting at iGB L!VE: Casino&You and Win&You Partners!
-
Latest News3 months ago
New Resort & Casino Selects IvedaAI for Intelligent Video Surveillance Ahead of Grand Opening
-
Latest News4 weeks ago
Light & Wonder to Participate in the 2025 Australasian Gaming Expo
-
Latest News3 weeks ago
ReferOn Shortlisted for Acquisition & Retention Partner of the Year at SBC Lisbon 2025
-
Latest News4 weeks ago
Gavin Hamilton Joins Sports & Wellbeing Analytics as Chairman to Accelerate Global Expansion
-
Latest News2 months ago
2025 PUBG MOBILE WORLD CUP KICKS OFF WITH GROUP DRAW AHEAD OF ESPORTS WORLD CUP
-
Latest News3 months ago
Romania: Higher Gambling Taxes Will Drive Players to the Black Market, AOJND Warns
You must be logged in to post a comment Login