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The Swedish iGaming Industry in 2030: The Experts Predict the Future

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It has now been five years since Sweden re-regulated its online casino market. In this qualitative study, Jonas Virtanen at Slotsoo interviewed people with different roles in the industry. From a researcher, an operator and an affiliate, to a writer and a veteran player. Here is how the experts think the Swedish iGaming Market will look like in 2030.

The participants in the study:
*         Romix Limited – Casino Operator
*         Anders Nilsson – Gambling Researcher
*         Pelle Rylander – Veteran Player
*         Johan Hansson – Expert Writer
*         Maria Johnsson – Affiliate Marketer

The participants were selected to get as wide perspective from Sweden’s iGaming industry as possible. The study, Den Svenska Spelbranschen 2030, was conducted in Swedish and the interview questions were sent out via e-mail in May. The selected were given one month to answer and the participation rate for the study was 35%. Here is a translated version of the study for the international audience.

The Channelization Rate Highly Dependent on Government Actions

The industry agrees that the government’s actions is what will affect the channelization rate the most. Although opinions differ regarding what direction the development will go.

The casino operator Romix Limited says that everything depends on whether licensed operators will be given the opportunity to compete under the same conditions as operators without the Swedish license. By easing the requirements for casinos with a license and giving the Spelinspektionen more muscle to fight unlicensed alternatives, the state can get more and more players to stick to the local license.

Some respondents such as the writer Johan Hansson are optimistic that this will happen. He highlights that it will always be easier to play on Swedish casinos, thanks to familiar payment methods and Swedish-language support, and therefore believes that the channelization rate will be at least 80% in 2030.

Game researcher Anders Nilsson points out that there are two different ways of calculating the degree of channelization (turnover or people) and that it is important to distinguish between them in discussions. According to him, there will always be people who want to play at foreign casinos but with the right strategy there can be a marginal improvement.

Other respondents believe that it is more likely that gambling at casinos without a Swedish license will increase in the next seven years. This is how Pelle Rylander, who has been an active casino player for many years, answers:

“The fact that about 75% play at Swedish licensed casinos is said to be because they choose safety over bonuses and loyalty programs, which I think is pure propaganda from the state. Were Mr Green, Betsson and the others less reliable when their license was from Malta? When people realize that ‘unlicensed’ casinos are as safe as the Swedish ones, more and more people will turn to them.”

The Majority Believe that Sweden Will Have More Relaxed Bonus Rules in 2030

Only gambling researcher Anders Nilsson believes that Sweden will not let go of its bonus restriction (one bonus per player per license holder). Maria Johnsson, Johan Hansson and Pelle Rylander instead predict that the state will have to relax the rules in order to keep the players.

Romix Limited, which operates Betinia, Campobet and YoYo Casino, is critical of the current limitation of ‘one bonus per license’. The rule is not good for the gaming experience and causes Swedes to search for new sites. Since this bonus restriction does not exist in other countries, it also gives foreign sites a big advantage.

Many players are also unaware that the limit applies per license holder and the operator often receives complaints from disappointed customers who thought they could get a welcome bonus per site despite the company being clear about the limitation in its bonus terms.

Romix Limited is asking politicians and decision-makers to review the bonus restrictions and develop a continued responsible, but less restrictive, model. More bonuses, with reasonable restrictions on, for example, wagering requirements would improve the players’ experience.

Johan Hansson goes along the same lines and reminds that not all casino bonus types are equal from a responsible gambling perspective:

“It’s not the bonuses that create gambling addiction, it’s the VIP and loyalty programs. It would be good to review the system so that Swedish casinos have the opportunity to offer more deposit bonuses but not based on how much you played for. I think we will see more bonuses in 2030 to keep Swedish players on the Swedish market.”

The Swedish Casino Drought Is Predicted to Continue

It has been a long time since Sweden saw new casinos being launched and the respondents agree that this drought will continue. Johan Hansson does not believe that there will be any significant difference in the number of licensed gambling companies before there are relaxations in the bonus rules.

Pelle Rylander predicts that the number of casinos will decrease slightly around New Year’s when many of the operators’ licenses expire. He guesses that in 2030 there will only be 45 to 50 operators left (in June of 2023 the number was 57). Maria Johnsson follows a similar train of thought and mentions that so far only one new casino has been launched in 2023 and that was from Svenska Spel.

Romix Limited sees two trends that even out the numbers. On one hand, more and more operators choose to obtain separate licenses for their various casino sites. But on the other hand, there is a continued consolidation of the gambling market happening through mergers and acquisitions while the fierce competition is forcing some players to leave the market.

Anders Nilsson also does not believe that many completely new players will appear, either on the operator or supplier front, precisely because of today’s competitive situation with some very strong players.

The industry is sceptical of the new license requirement for game providers, which the government introduced with the aim of making unlicensed casinos less attractive. Johan Hansson believes that it could have the opposite effect in case many game providers choose to skip Sweden in the future. Maria Johnsson also predicts possible loopholes to escape the requirement:

“It all depends on how well Spelinspektionen will ensure that the rules are followed and how far the Swedish law’s tentacles extend to foreign casinos that do not target the Swedish market. Perhaps game providers will create separate subsidiaries so that they can continue to offer everyone’s favorite games abroad without having to fear sanctions.”

The Sale of Svenska Spel Is Unlikely but Not Impossible

The industry has long pressured the state to sell Svenska Spel’s online casino and sports betting division. The mood ahead of 2030 is cautiously hopeful among the study participants. Romix Limited mentions that everything is for sale at the right price but that there will not be a deal in the near future given that Svenska Spel delivers a steady income to its owners.

Pelle Rylander also believes that the state will stick to its cash cow. He replies that a sale seems remote given that in the Spring they launched the new brand Momang casino. Maria Johnsson agrees and believes that Svenska Spel will maintain its position as number one for many years to come.

Johan Hansson believes that it is problematic for the state to run its own online casino operation at the same time that they are legislators and rule makers. He therefore believes that Svenska Spel will sell its competitive operations before the end of the decade. Anders Nilsson believes that much depends on the winners in the next general election:

“Whether parts of Svenska Spel are sold or not depends largely on political priorities. It is, after all, a profitable state-owned company whose income must then be taken from somewhere else. If the current constellation continues even after the next election, it is probably not at all impossible that it will be sold.”

The Industry’s Final Warning: Don’t Regulate the Market Too Hard

In the study’s final open question, the interviewed were allowed to come up with free speculations about how the gaming industry will change by the year 2030.

Anders Nilsson guesses that Spelinspektionen will be more eager to hand out fines in its fight to improve the channelization. He also believes that lawmakers will look more closely at affiliate advertising and other areas not currently covered by gambling laws. In addition, he mentions that in the future we will see more research based on actual data from the casino operators.

Maria Johnsson also believes that the gambling affiliate business will be put under the microscope in the coming years. Her prediction is also that LiveSpins will be launched in Sweden. (This new way of playing involves joining a live streamer’s game session and then you can spin slots and chat together).

Pelle Rylander speculates that the licensed gaming companies will find new ways to sneak around the bonus restrictions, similar to casino exclusive jackpots and free tournaments that some companies already offer today. He also believes that we will see artificial intelligence (AI) used to a greater extent to interpret and analyze player habits.

Johan Hansson, in turn, predicts that more rules will be introduced against AI. He also says that there is a risk that the state will regulate so hard that the companies choose to leave Sweden. Romix Limited has similar predictions and urges policy makers to think carefully before imposing even more restrictions:

“We would imagine that given the current, somewhat negative, political climate surrounding online gambling that can also be observed in other countries could lead to further restrictions being introduced. For example, when it comes to restrictions on the marketing of gambling. We do hope that policy makers will see the benefits of encouraging having an attractive, competitive and vibrant market that seeks to retain players within the safe and stable license system.”

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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OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs

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The top 8 teams battle for a spot at the Split 2 LAN finals on May 31 and June 1

The stage is set for the OMEN VALORANT Challengers South Asia 2025 Split 2 (OMEN VCSA Split 2) as eight of the region’s finest VALORANT teams prepare to clash for glory and a prize pool of INR 29 lakhs. Organised by NODWIN Gaming, a leader in the global esports and gaming ecosystem, in collaboration with Riot Games, makers of the globally acclaimed title, VALORANT, Split 2 of the OMEN VCSA will feature three weeks of high-octane action.

Following a highly competitive Split 1 that amassed over 10 million views across platforms, the tournament enters a critical phase with heightened stakes. Of the eight remaining teams, only the top three will secure a place at the LAN Finals, where they will compete not only for the championship title and prize pool but also for essential Challenger Points that play a decisive role in their qualification journey toward VCT Ascension Pacific 2025.

From the Organizers

Akshat Rathee, Co-Founder & Managing Director, NODWIN Gaming: “The OMEN VALORANT Challengers South Asia is part of a growing ecosystem that’s being shaped by the passion of our players, the energy of the community, and the support of our partners. Split 1 has already shown just how strong that foundation is, with great viewership and fan engagement. As we move ahead, the focus is on creating more opportunities for players and putting South Asia firmly on the global VALORANT map. The potential here is massive—and we’re just getting started.”

Sukamal Pegu, Esports Lead, South Asia, Riot Games: “Split 1 of the OMEN VALORANT Challengers South Asia 2025 laid a strong foundation, elevating the competitive bar and uncovering standout talent from across the region. As we move into Split 2, we expect the intensity to rise even further. At Riot Games, our vision is to build a sustainable esports ecosystem in South Asia, one that empowers players, engages fans, and creates a clear pathway to bigger stages in the VCT (VALORANT Champions Tour) Circuits like the OMEN VALORANT Challengers South Asia are central to that vision, and Split 2 represents another key milestone in shaping the future of competitive VALORANT in the region.”

Prize Pool Distribution:

  • Split 2 Winner: ₹12,15,000
  • Runner-up: ₹6,48,000
  • 3rd Place: ₹4,45,500
  • 4th Place: ₹2,43,000
  • 5th Place: ₹1,21,500
  • 6th Place: ₹1,21,500
  • 7th Place: ₹81,000
  • 8th Place: ₹81,000

Opening Matches:

  • May 16, 2025 | 3:00 PM: Velocity Gaming vs Asterisk
  • May 16, 2025 | 6:00 PM: Reckoning Esports vs GE Academy
  • May 17, 2025 | 3:00 PM: Revenant x Spark vs XO IND
  • May 17, 2025 | 6:00 PM: DotExe Esports vs S8UL Esports (BO3)

An Invitation to the Community

NODWIN Gaming and Riot Games welcome fans, players, and esports enthusiasts from across the region to be a part of the OMEN VALORANT Challengers South Asia 2025. With three high-stakes splits offering a shot at VCT Ascension Pacific 2025, the tournament marks a major step forward for VALORANT esports in the region.

Together, NODWIN Gaming and Riot Games continue to strengthen the esports ecosystem in South Asia, amplifying player stories, uncovering new talent, and uniting fans in celebration of esports brilliance.

Check out the thrilling broadcast of the OMEN VCSA 2025 on the following links :-

Hindi and English broadcast on NODWIN Gaming’s Official YouTube Channel

Hindi Broadcast on NODWIN Gaming’s Official Facebook Page

___________________________________________________________________________

OMEN VALORANT Challengers South Asia 2025 Split 2 – Teams & Rosters

 

Team Name Players
Velocity Gaming Russ
Lightningf
SkRossi
damaraa
Madelyn
SynX
Coach – GodspeedxD
Revenant XSpark Antidote
Rawfiul
DEATHMAKER
Azys
Georgyy
venka
Coach – Gobz
Reckoning Esports Paradox
Deadly10
Trickyy
Bgg
moner
Garv
Mojo
Coach – Inthra
GE Academy kibojn
r1seN
Envy2k
LilBOii
Yuvi
SmokeA
Coach – aRubyz
S8UL Hellff
k1ngkappa
miz
techno
HYBR1DD
Hoax
Coach – HellrangeR
DotExe Esports RvK
Makaveli
Trinity
deecee
Kohli
TERMI
Sanak
Coach -AYAN
Asterisk Bullet
YasH
haeart
rinsat
Enzyy
Homeboy
PRIME
Coach -Sieh
XO IND ShivamVLR
DOXZ3RRR
tryst
ScaR
Marcai
RozsteR
GauRanG
Coach -darksoul

—————————————————-

The post OMEN VALORANT Challengers South Asia 2025 Split 2 set to kick off on May 16 with a prize pool of INR 29 lakhs appeared first on European Gaming Industry News.

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Why 92% of Players Quit: Duamentes Report Exposes Costly Mistakes Across the GameDev Industry

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The GameDev industry has stopped growing. Despite strong top-line numbers — mobile ($96.2B), console ($52.4B), and PC ($40.4B) — studios are being stretched by rising production costs, gameplay fatigue, and shifting user expectations.  

The Global GameDev market is valued at $189.3B in 2025, signalling stabilization — not acceleration. In mature regions like the US and Europe, growth has stalled entirely. The industry is under pressure: studios are shutting down, layoffs are rising (Meta, Codemasters, Respawn, Nerial, NetEase Games and more), the old success formulas no longer work, and the post-pandemic boom is over.

Duamentes Gaming Report 2025 highlights the urgent need for change: player retention is broken, and most studios fail to understand what players actually want — and by the time they find out in beta, it’s too late to save the game or the business behind it, with examples including:

  1. Suicide Squad: Kill the Justice League (Rocksteady, 2024) launched to high expectations but faced poor reviews and rapid player drop-off, reportedly losing over $200 million before support was scaled back in early 2025.
  1. Concord (Firewalk Studios, 2024) drew immediate criticism for lacking originality in a crowded hero shooter market, with doubts about its relevance even before launch.
  1. XDefiant (Ubisoft, 2024) launched with promise but quickly declined due to balance issues and low retention, leading to its shutdown and studio closure in 2025.

“Studios keep building games players don’t want, delay testing, misread player behavior, and try to fix retention too late. We’re seeing the same mistakes repeated across platforms,” said Maria Amirkhanyan, Head of Gaming Division at Duamentes.  

Mind the Gap: Why Developers Are Losing Touch with Players 

Duamentes report combines global market trends with industry leaders’ in-depth interviews, surveys, and players’ behavioral insights — showing a clear gap between player expectations and developer workflows.

Players want meaning, not just mechanics — they want emotional clarity, narrative hooks, social features that foster belonging, and a genuine respect for their time, not manipulation.

“As short-form platforms like TikTok change how users discover games, the bar for first-session clarity has never been higher. Studios now compete not just with other games — but with every other moment of screen time,” said Maria Amirkhanyan, Head of Gaming Division at Duamentes.

Player challenges 

  • 92% of players churn before Day 30
  • 70% of players drop off within the first few sessions, often before the game has a chance to connect.
  • 38% decide whether to quit during the very first session seeking emotional connection, social features, and immediate clarity.
  • 60% of new mobile games launched in 5 crowded genres and most struggled to break through.
  • 40% of games entering new regions fail due to cultural mismatches in UX, tone, or monetisation.

Industry & Studio Challenges 

  • 71% of studios delay user testing until beta — but by then, it’s often too late to fix what matters.
  • 49% of developers say unionisation is necessary to protect working conditions in an industry increasingly shaped by burnout and uncertainty.
  • 40% of developers say their teams have been impacted by layoffs.
  • 46% of developers work over 50 hours per week — up from 35% last year

Root causes of failed game releases  

The report points to a growing industry divide between those who adapt and those who don’t. As outlined, many studios still rely on practices that no longer serve them:

  • “Build first, test later” leads to costly rework
  • Relying on genre popularity over emotional engagement
  • Live service overload without meaningful progression
  • Ignoring cultural nuance during global launches
  • Designing for metrics, not meaning

“In turbulent times, playtesting and user research are more important than ever for releasing games that players, critics, and investors love. Gaining early insight into the player experience helps identify problems while there’s still time to fix them, aligns teams around a shared vision of what’s being built, and clarifies development priorities — reducing costly rework and making production more predictable and less chaotic,” stated Steve Bromley, Games User Research Consultant, author of How To Be A Games User Researcher.

Indies Are Rising  

While many AAA studios struggle to innovate under mounting costs and conservative pipelines, indie studios are emerging as the creative engine of the industry. With players increasingly seeking smaller, emotionally resonant, and more affordable experiences, indies are filling a crucial gap.

“The quality and relevance of indie games will soar as more developers embrace independence and tools improve… Indie games will claim an all-time high share of top Metacritic titles, putting indie studios at the forefront of innovation,” said Amir Satvat, Game Industry Strategist & Founder of Amir Satvat’s Games Community.

Six Principles to Build High-Performing Games   

From the studios that succeed, the patterns are clear — and they’re embedded in the six principles outlined in Duamentes Gaming Report:

  1. Test onboarding and narrative in early prototyping
  2. Align UX, monetisation, and player emotion
  3. Build modular systems to adapt faster
  4. View player feedback as strategic input, not noise
  5. Invest in junior talent pipelines, protecting creativity over time
  6. Respect player time by replacing grind with clarity and purpose

These principles are the result of Duamentes in-depth research, cross-industry benchmarking, and firsthand analysis of what sets high-performing studios apart. As a strategic and product consulting firm operating across 40 countries and 20 industries for nearly a decade, Duamentes has been closely tracking market dynamics. While the industry tightens, the demand for deep, actionable expertise continues to grow.

“We already have that expertise, with a cross-industrial approach and extensive insight database, and now we’re strengthening it further by launching a dedicated Gaming Division, which we’re announcing at the AI & Games User Research conference,” said Maria Amirkhanyan.

 

The post Why 92% of Players Quit: Duamentes Report Exposes Costly Mistakes Across the GameDev Industry appeared first on European Gaming Industry News.

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AGCO calls on media platforms to step up the fight against unregulated online gambling sites

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The Alcohol and Gaming Commission of Ontario (AGCO) has contacted more than a dozen traditional and digital media platforms, calling on them to stop promoting unregulated online gambling and sports betting sites like Bodog to Ontario residents.

Operated by Il Nido Inc., Bodog is an offshore operator actively targeting Ontarians by advertising on popular traditional and digital media platforms. Despite blocking players in Quebec and Nova Scotia from accessing their unregulated gambling and sports betting sites, Bodog continues to allow Ontarians to access these sites while advertising heavily on traditional and digital media platforms targeting Ontarians.

Under the Gaming Control Act, 1992, Bodog and other online gambling sites are required to register with the AGCO and sign an operating agreement with iGaming Ontario in order to operate in Ontario. Ontario’s regulated igaming framework requires operators to meet comprehensive requirements related to game integrity, player protection, anti-money laundering and information privacy. Bodog’s efforts to direct Ontarians to unregulated gambling undermine player protection and other safeguards which exist in the regulated market, as well as fair market principles.

By airing ads for Bodog and other unregulated operators, legitimate media platforms are providing a veneer of legitimacy to unregulated and high-risk sites and creating confusion for Ontarians. The AGCO is therefore calling on these platforms to take a stand against the promotion of unregulated online gambling sites and remove the ads. By doing so, broadcasters and digital media companies will help reduce the risks these sites pose to Ontarians and support the long-term sustainability of Ontario’s regulated igaming market – all key objectives of the AGCO.

The AGCO will continue to work with its partners – both in Ontario and internationally – to combat these unregulated sites and protect the public.

Quote

“The AGCO is committed to protecting Ontario players and ensuring they have the safest experience by playing on regulated igaming sites. By refusing to carry advertising from unregulated and high-risk operators like Bodog, media organizations can exemplify social responsibility and play an important role in protecting Ontarians and supporting Ontario’s regulated market.”  – Dr. Karin Schnarr, Chief Executive Officer and Registrar, AGCO

Media Contact

AGCO Media
[email protected]

 

The post AGCO calls on media platforms to step up the fight against unregulated online gambling sites appeared first on European Gaming Industry News.

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