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The online casino game has changed
Keith Goddard, CEO at Blaze Gaming, says non-traditional content is now a must if operators are to meet the expectations of new and existing players, many of whom are turning away from restricted slots in search of bigger thrills.
Take a look at any online casino lobby and you’ll notice things have changed over the past 12 months. Where once you would find only slots and table games, with the odd instant win and a cluster of live dealer titles also in the mix, now you find a vast array of game types.
From Crash to Plinko, Mines to HiLo, Hotline, Dice and Keno, player preferences have changed and in a big way. Sure, slots still dominate, but the demand for non-traditional content is high and, in my opinion at least, only getting higher.
There are plenty of reasons for this. Players are seeking deeper experiences that go beyond those offered by slots and table games. They no longer want to just spin and win – instead, they want to feel there’s an element of skill to the game and that they have some control over the outcome.
This is why crash games have been such a hit. Players love that thrill of watching the win multiplier climb and the control they have over when to cash out.
This makes them really popular with the next generation of players. I’m talking about younger tech-forward audiences who enjoy strategy, decision-making and skill-driven entertainment options such as mobile games.
That evolving technologies are allowing providers to create games that go beyond the limitations of slots to deliver the action and big win potential these players are seeking has also been a catalyst for the meteoric rise of non-traditional content.
Operators have been quick to add these games to their lobbies and to maximise the acquisition and retention opportunities doing so provides. Non-traditional content is great for tapping into new player audiences as well as those that have been deterred by restrictions to slots in some markets.
By that, I mean regulatory updates that have slowed spin speeds, forced studios to remove things like Buy the Bonus features and, of course, the introduction of stake limits. This has all impacted the player experience, with many looking for other game formats for their thrills.
But this type of content is also a powerful driver of retention among existing players, providing them with new experiences that are easy to understand. This is key to driving engagement, with players reluctant to spend time and money getting to know complex game mechanics.
This was a consideration when developing the concept of our Bull Casino Trading Games which combine the excitement of casino gaming with the strategy of trading, offering a unique, entertaining but still easy-to-grasp game format. These games are all about risk and reward.
The idea stemmed from the convergence of finance and gaming. We saw an opportunity to merge market dynamics with casino play with this fusion creating a dynamic environment that would appeal to those looking for something beyond the standard slot format.
Of course, this is an increasingly competitive space, but our Bull Casino Trading Games stand out by offering a unique combination of trading mechanics, entertainment and the ability to win money.
The gameplay includes real-time strategy elements to challenge players in a way that traditional casino games don’t, making them compelling and re-playable.
Operators know they need to diversify their proposition to cater to evolving player preferences and changing regulatory requirements.
Failing to offer non-traditional content not only risks losing existing players seeking excitement beyond slots but also missing out on the opportunity to reach new player audiences such as Millennials and Gen Z.
The game really has changed, and operators need to keep pace if they are to ensure the long-term success and sustainability of their businesses.
The post The online casino game has changed appeared first on European Gaming Industry News.

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Ygam team up with TSB Bank
Ygam and TSB Bank have joined forces to help increase understanding of in-game spending and help young gamers manage their money with confidence.
Ygam and TSB Bank have joined forces to help increase understanding of in-game spending and help young gamers manage their money with confidence.
As part of this collaboration, they have co-created specialist educational resources for schools. Developed with Ygam’s expertise and delivered by TSB Bank staff as part of their school’s programme which runs throughout the UK, the module aims to provide young gamers with practical guidance on managing their money and understanding potential financial risks while gaming.
A recent Censuswide survey of over 2,000 young gamers, commissioned by TSB, found that while the average initial cost of a game is £32, gamers spend an average of £540 annually on in-game purchases and subscriptions. Nearly half (47%) of those who spend money in-game feel they have little or no control over their spending while playing.
Linda Scollins Smith, Director of Programmes at Ygam, said: “Gaming now plays a central role in young people’s lives, offering significant benefits. However, it is always important to safeguard against the risks, and the increasing sophistication of game monetisation through microtransactions and in-game purchases underscores the need for education on this issue. We are delighted to be working with TSB to support their school programmes, combining financial education with gaming education, to help young gamers develop healthy habits and navigate the digital world safely.”
Kate Osiadacz, Head of Responsible Business, TSB, said: “Gaming is often one of young people’s first interactions with spending or managing their money digitally; so we’re pleased to be working with Ygam to reach young people with targeted advice. Our Money Confident schools programme greatly benefits from Ygam’s insight – and we’re keen help empower the next generation to make informed decisions for their financial lives ahead.”
According to a 2024 Mumsnet survey commissioned by Ygam, 88% of parents in the UK believe schools should provide education on gaming, despite only 35% reporting that their children currently do. Furthermore, 99% of these parents think this education should begin by the end of Key Stage 2.
Alongside developing educational resources, Ygam and TSB Bank will collaborate on a range of initiatives throughout 2025 to raise awareness of this issue and support families in avoiding unexpected costs from gaming.
For more information about Ygam and our portfolio of education programmes, please visit our training pages or email [email protected].
The post Ygam team up with TSB Bank appeared first on European Gaming Industry News.
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Physics-Based Strategy Meets Mixed Reality: Battle Orb Redefines Competitive Gaming
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
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:
- Blask Index – a general signal of overall brand activity in the market
- BAP (Brand Accumulated Power) – reflects audience interest based on search trends and engagement
- APS (Acquisition Power Score) – measures how effective a brand is at acquiring new users
- 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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