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EGDF: UNITY’S INSTALL FEES ARE A SIGN OF LOOMING GAME ENGINE MARKET FAILURE

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Step by step, video game engines are becoming key gatekeepers of European cultural and creative sectors. Currently, Unity dominates game engine markets, Unreal being its primary challenger. These two engines are not just clear market leaders in the game industry but increasingly vital market actors in film, architecture, and industrial design and simulations. In 2022, Unity reported that globally, 230,000 game developers made and operated over 750,000 games using the Unity Engine and the Unity Gaming Services portfolio of products.

Unity’s new fee structure is going to have a drastic impact on the game industry.

Over the years, the Unity game engine has reached close to unofficial industry-standard status in some game markets. Its well-designed tools and services have lowered the market access barriers in the game industry. Furthermore, it has played a crucial role in removing  technological barriers to cross-platform game development. Now, Unity has informed the game dev community that it will move from subscription-based fees to subscription and install-based fees, which will significantly increase the game development costs for most game developers relying on their services. EGDF finds it unfortunate that Unity has significantly damaged its reputation as a reliable and predictable business partner with these sudden and drastic changes in its pricing principles.

Bigger game developer studios have the luxury of being able to develop their own game engines. Consequently, market uncertainty and significantly increased service provider risks caused by Unity’s new fee structure will hit, in particular, SME game developers. It will be much harder for them to build reliable business plans, make informed decisions on game engines, and run a profitable business. Many of these studios struggled to access risk funding before Unity’s announcement, and it has only worsened their situation.

Unity’s decision will have a broader impact on the whole game industry ecosystem. Many professional game education institutions have built their curriculum on the Unity game engine. If Unity’s new pricing model starts a mass exodus from Unity’s engine, it will lead to rapid changes in professional game education itself and place many young industry professionals who have built their career plans on mastering Unity’s tools in a very difficult position.

Although Unity’s decision will cause significant challenges for the industry, EGDF kindly reminds that instead of focusing on blaming individual Unity employees for the changes, it is far more productive to focus on taking measures that increase competition in game engine markets.

Unity’s anti-competitive market behaviour must be carefully monitored, and, if required, the European competition authorities must step in. 

Unity is an increasingly dominant market player in the game markets. According to Unity’s own estimate, in general, 63% of all game developers use its game engine. The share can be even higher in some submarkets. Unity estimates that 70% of top mobile games are powered by its engine. Unsurprisingly, Unity’s game engine is now a de facto standard in mobile game markets to the extent that whole formal professional game education degree programmes have been built on training its use. However, Unity’s market dominance is not just based on the quality of its game engine. It is also an outcome of aggressive competition practices and systematic and methodological work of making game developers dependent on Unity services.

How Unity bundes different services together potentially distorts competition in game middleware markets. Over the years, Unity has, step by step, bundled its game engine more and more together with other game development tools under the Unity Gaming Services portfolio. Unity is not just a game engine; it is also a player sign-in and authentication service, a game version control tool, a player engagement service, a game analytics service, a game chat service, a crash reporting tool, a game ad network, game ad mediation tool, an user acquisition service and in-game store building tool. This creates a significant vendor lock risk for game developers using Unity services. It also makes it difficult for many game middleware developers to compete against Unity and, all in all, significantly strengthened Unity’s game engine’s market position compared to its rivals.

Now, Unity is strategically using install fees to deepen the lock-in effect by creating a solid financial incentive to bundle other Unity services even closer to its game engine: “ Qualifying customers may be eligible for credits toward the Unity Runtime Fee based on the adoption of Unity services beyond the Editor, such as Unity Gaming Services or Unity LevelPlay mediation for mobile ad-supported games. This program enables deeper partnership with Unity to succeed across the entire game lifecycle.” This will, of course, drastically impact Unity’s direct competitors.

Unity’s install fees are an excellent example of Unity’s potentially anti-competitive market behaviour. It is clear that if Unity’s pricing model had, in the past, been similar to the now-introduced model, it would likely never have achieved the level of dominance it enjoys today, as more developers would have chosen another alternative in the beginning.

The fact that Unity’s new install fees are only targeted at video games and do not apply to other industries logically leads to a question: Is Unity setting prices below cost level at different market segments, or is Unity charging excessive prices in game markets? Furthermore, does the fact that Unity is now introducing an install fee on top of the licensing fee mean that licensing fees have before been below cost level? Or does the introduction of install fees on top of the licensing fees of their game engine allow them to provide other, lock-in generating, services below cost level?

In the end, Unity has built its dominant position in game markets for years and systematically made game developers more dependent on it. It is a good question if Unity has now crossed the line of abusing its market dominance on weaker trading parties that deeply depend on its services. Game productions can take years, and game developers cannot change their game engine at the last minute, so they are forced to accept all changes in contract terms, no matter how exploitative they are. Unity must know that if they had given more notice, many more developers might have had a realistic chance of abandoning Unity altogether by the time the new pricing came into play.

The new install fees will limit game developers’ freedom to conduct business as it pushes them to implement Unity ad-based business models even in games that otherwise would not have ad-based monetisation. Furthermore, this will create a competitive disadvantage for those game distribution platforms that do not use ad-based monetisation at all (e.g. subscription services and pay-per-download games), as Unity is de facto forcing them to increase their consumer fees compared to channels that allow the use of Unity’s ad-based monetisation tools.

The new install fees will likely lead to less choice for consumers. Install fees will allow Unity to extract value from games that generate a lot of installs through, e.g. virality, but do not necessarily generate money. Install fees will lead to markets where game developers want to limit the downloads and try to avoid installs from the wrong players. This can potentially kill part of the game market. For example, indie developers that have an unfortunate mix of being a success on the number of installs but that are struggling to generate revenue, or hyper-casual game studios based on combining a huge install base with minuscule revenue generated per game.

In the long run, the EU needs to update its regulatory framework to answer the challenges caused by dominant game engines.

Unity’s install fees demonstrate why the EU needs a new regulatory framework for unfair, non-negotiable B2B contract terms. Contract terms Unity has with game developers are non-negotiable. With the new non-negotiable install fee, European game developers have to either withdraw their games from markets, increase consumer prices or renegotiate their contracts with third parties. For example, if a game memory institution makes games available for download on their website, a game developer studio must now ask for a fee for it or ban making European digital cultural heritage available to European citizens. The three-month time frame Unity is providing for all this is not enough.

The Commissions should introduce a specific regulation for non-negotiable B2B contract terms. The regulation should provide sufficient time (e.g. in a minimum, six months) for markets to react to significant changes in non-negotiable terms and conditions that a service provider has communicated to their business users in a plain, clear and understandable manner (e.g. now it is unclear how Unity counts the installs). Furthermore, the Commission should bring much-needed market certainty by banning retroactive pricing and contract changes.

The Commission should include game engines in DMA. While reviewing the recently adopted Digital Markets Act (DMA), the Commission should consider lowering the B2B user thresholds and adding gatekeeper game engines under its scope. This would, for example, ensure that Unity cannot use data it collects through its game engine to gain an unfair competitive advantage for its other services like advertisement services.

The Commission should increase its R&D support for the European game industry. The fact that there is no major competitor for Unity Engine that does not require constant back-end server connection is a market failure in itself. The Unity Game engine is not fully scalable because Unity has built its engine in a way that it calls home every time it is installed to report instals for Unity. Consequently, the Commission should strengthen its efforts to support the emergence of new European game technology and business service providers. In particular, the Commission should increase its support for privacy-friendly open-source alternatives for game engines, like for example Godot or Defold or similar, that do not require constant back-end server connection and thus have no need for scalable revenue-based fees or install fees.

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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A large-scale $1 billion online casino shady scheme involving Ukrainian fraudsters Vadim Gordievsky and Alyona Suvorova has been discovered in Kazakhstan.

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The Kazakhstan Financial Monitoring Agency has revealed a large-scale shady scheme with a whole layer of cross-border transfers. While referring to the press service of the Agency, Elordainfo.kz informs that numerous bank employees and 120 people from several countries were involved in the operation of the shady scheme.

The money was sent to various payment organizations, disguised as legal transactions, and was later withdrawn to numerous online casinos.

At the same time, local authorities managed to eliminate the call center, which employed foreigners, which provided technical support for four online casinos as well as advice on money transactions. In addition, the organizers of the call center created a gambling partnership program that was used to accept payments and withdraw them in cryptocurrencies. The overall turnover exceeded 200 million USDT.

During the implementation of all these measures, over 70 searches were conducted. As a result of these activities, local authorities managed to gather physical evidence as well as to detain nine suspects.

According to law enforcement authorities in Kazakhstan, the key organizer of the shady miscoding scheme is Ukrainian Vadim Ivanovich Gordievsky, born in 1974. He led this organized crime group and used the local Marginplus company for these purposes (marginplus.kz). In addition to companies from Kazakhstan, Gordievsky also worked with illegal Russian online casinos while helping them to facilitate payments.

Already in 2008, Vadim Gordievsky served as deputy head of the Boryspil Regional State Administration and was in charge of land issues. Under Gordievsky, various lands of Boryspil were sold while the money was stolen. In the same 2008, he was dismissed from his position with a huge scandal, but his case never resulted in criminal proceedings. A lot of money and connections in government offices helped him avoid accountability.

In 2012, when Viktor Yanukovych came to power, Vadim Gordievsky took the chair of the head of the highway service in the Odessa region, where he managed to get access to millions of dollars, which he later invested in FC Alta Capital.

After the initiation of criminal cases for financial crimes, fraud, and the announcement of his wanted list by the Ministry of Internal Affairs, Vadim Gordievsky left Ukraine on forged documents.



According to investigators, Gordievsky’s partner, Mikhail Kovalev (Mykhaylo Kovalov), who has a number of companies in the EU, in particular, in Poland and a residence permit in Spain, was closely working with Gordievsky. By using numerous fictitious companies in Poland, in particular, STABLEX SOLUTION Sp. z o. o (solvexs.pl) he engaged in illegal payments and cash withdrawal in cryptocurrencies.

His partner, who is also his former Kyivstar employee, Alyona (Olena) Suvorova (born in 1983), who left Ukraine for Moscow after February 2022, and Ukrainian IT specialist Denis Andreevich Rykov (born in 1990), who currently lives in St. Petersburg, also participated in the shady scheme of illegal bookmakers and dubious payments.

Judging by her social media accounts, Alyona Suvorova is currently positioning herself “as an entrepreneur, investor, and crypto trader with 5+ years of experience.” According to Suvorova herself, she has been developing payment technologies in the field of FinTech for 10 years. In 2021, she opened her own business for international crypto transfers. In addition, she is the founder of the Lemoncoin Crypto Academy.

The law enforcement agencies of Kazakhstan are asking for information about the location and data of all these people. In the near future, Vadim Gordievsky, Alyona Suvorova, and other defendants will be put on the international wanted list. According to local laws, they face up to nine years in prison.

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GoldenRace lanza Goal2Win, una fusión entre el fútbol y los juegos de números

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El mundo de las apuestas deportivas y el gaming está a punto de experimentar una gran sacudida con el lanzamiento de Goal2Win, el innovador nuevo juego de números de GoldenRace, diseñado para cautivar a la masiva audiencia global del fútbol.

Goal2Win tiende un exitoso puente entre la pasión universal por el deporte rey y la probada emoción de las predicciones basadas en números, ofreciendo a los operadores un producto nuevo y de alto potencial para la monetización.

Goal2Win es una oferta de primer nivel que toma el formato familiar y clásico de los juegos de números y lo integra con una dinámica temática centrada en el fútbol. Esta combinación única hace que el juego sea instantáneamente reconocible, pero a la vez emocionante y nuevo, atrayendo tanto a apostadores deportivos experimentados como a recién llegados que buscan una experiencia atractiva y simplificada.

Goal2Win es la apuesta de GoldenRace entre la innovación y la tradición. Ofrece a los operadores un producto que aprovecha el inmenso alcance del fanatismo por el fútbol, a la vez que ofrece la jugabilidad sencilla y atractiva y el potencial de ganancias masivas que se espera de un juego de números de primer nivel. Es una mezcla convincente de emoción, simplicidad y un potencial de recompensa significativo.

Características clave que impulsan la fidelización y las ganancias potenciales

Goal2Win está diseñado para la máxima retención de jugadores y altas apuestas, con una jugabilidad dinámica y potentes características:

  • Función multiplicadora: Los jugadores pueden realizar el mismo conjunto de apuestas en una impresionante cantidad de veintidós eventos consecutivos, lo que aumenta significativamente las ganancias potenciales y asegura una fidelización sostenida a lo largo del tiempo.

  • Jackpots y Mega Jackpots: El juego incluye ganancias escalonadas con jackpots estándar y los codiciados Mega Jackpots, que prometen sumas que pueden cambiar la vida y actúan como un poderoso motivador para el jugador.

  • Selecciones rápidas: Para un acceso rápido a la acción, la opción de Selecciones rápidas permite al sistema elegir números al azar, agilizando el proceso de apuesta para los jugadores.

  • Selector de Fila/Columna: Mejorando la experiencia del usuario, los botones selectores permiten a los jugadores elegir fácilmente una fila o columna completa de números, simplificando las apuestas sofisticadas.

Goal2Win representa una oportunidad única para que los operadores aprovechen la inmensa base de aficionados al fútbol global con un producto que es a la vez innovador y reconocible al instante. Está listo para convertirse en una oferta básica, impulsando apuestas más altas y atrayendo a una demografía más amplia a la cartera de los operadores.

The post GoldenRace lanza Goal2Win, una fusión entre el fútbol y los juegos de números appeared first on European Gaming Industry News.

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GoldenRace launches Goal2Win to bridge the gap between football and numbers

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The world of sports betting and gaming is set for a major shake-up with the launch of GoldenRace’s innovative, new number game, Goal2Win, designed to captivate the massive global football audience. Goal2Win successfully bridges the gap between the universal passion for the “king of sports” and the proven thrill of number-based predictions, offering partners a fresh, high-potential product for monetisation.

Goal2Win is a premium offering that takes the familiar, classic number game format and integrates it with a dynamic, football-centric theme. This unique combination makes the game instantly recognisable yet excitingly new, appealing both to seasoned sports bettors and newcomers seeking an engaging, simplified experience.

Goal2Win is GoldenRace’s proposal to mix innovation and tradition. It offers operators a product that leverages the immense reach of football fandom while delivering the straightforward, engaging gameplay and massive win potential expected from a top-tier number game. It’s a compelling blend of excitement, simplicity, and significant reward potential.

Key features driving engagement and potential winnings:

Goal2Win is engineered for maximum player retention and high stakes, boasting dynamic gameplay and powerful features:

  • Multiplier feature: Players can place the same set of bets across an impressive twenty-two consecutive events, significantly driving up potential winnings and ensuring sustained engagement over time.
  • Jackpots and Mega Jackpots: The game includes tiered winnings with both standard Jackpots and highly coveted Mega Jackpots, promising life-changing sums and acting as a powerful player motivator.
  • Quick picks: For rapid access to the action, the Quick picks option allows the system to randomly select numbers, streamlining the betting process for players.
  • Row/Column selector: Enhancing the user experience, selector buttons enable players to easily pick an entire row or column of numbers, simplifying sophisticated betting.

Goal2Win represents a unique opportunity for operators to tap into the immense global football fanbase with a product that is both innovative and instantly recognisable. It stands poised to become a staple offering, driving higher stakes and attracting a broader demographic to the operators’ portfolio.

The post GoldenRace launches Goal2Win to bridge the gap between football and numbers appeared first on European Gaming Industry News.

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