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ZEAL gets off to a strong start in 2025: significant increases in revenue, EBITDA and customer base
ZEAL, the leading German provider of online lotteries, has made a strong start to the new year and recorded significant and sustained growth in its key figures in the first quarter. The Group’s revenue increased by 42% to € 51.1 million in the first three months of the year (2024: € 36.1 million). At € 17.7 million, EBITDA was almost twice as high as in the previous year (2024: € 9.4 million).
“We started the new year with a lot of momentum and were able to achieve strong results in the first quarter,” says Andrea Behrendt, CFO of ZEAL. “We are particularly proud of the significant increase in our revenue and customer base despite the absence of peak jackpots. This shows that our strategic marketing expenditure and our measures to acquire new customers continue to pay off in the long term and that we are in an excellent operational position. I’m a firm believer in the growth opportunities in our core business in a still underpenetrated market.“
Revenue in core business grows by 41%
ZEAL‘s significant revenue growth in the first quarter is primarily attributable to the strong performance of the lottery business. Despite a weak jackpot situation, billings from lotteries increased by 7% to € 246.7 million (2024: € 246.3 million). The average number of active customers rose by 13% to 1,507 thousand (2024: 1,333 thousand) thanks to continued successful marketing measures. ZEAL was also able to improve its gross margin by 4.1 percent to 17.1% (2024: 13.0%) thanks to the price increase in the previous year and a strong product mix. The parallel increase in billings and gross margin led to significant revenue growth in the lottery business of 41% to € 45.2 million (2024: € 32.0 million).
Games business grows by 56%
The games business also performed very well in the first three months of the year. ZEAL was able to expand its games portfolio in the B2C segment to more than 400 titles, increasing revenue from games by 56% to € 3.4 million (2024: € 2.2 million).
Disproportionate increase in EBITDA and EBIT
ZEAL intensified its investment in continuous growth in the past quarter and set an absolute record for a quarter without maximum jackpots with 247 thousand new customers. The 47% increase in acquisition costs per registered new customer (cost per lead, CPL) to € 48.5 (2024: € 33.0) is attributable to various tests of measures to develop new target groups and channels.
Other operating expenses increased by 21% to € 25.4 million (2024: € 21.0 million). In addition to strategic marketing expenses, which rose by 16% to € 15.5 million (2024: € 13.4 million), this was primarily due to an increase in the direct and indirect costs of business operations. The further development of the product mix led to a 21% increase in direct operating costs to € 4.9 million (2024: € 4.0 million). The increase in indirect operating costs to € 4.9 million (2024: € 3.6 million) was in particular due to external consulting services as well as external staff and software costs.
Despite the higher costs, ZEAL was able to increase EBITDA disproportionately by 89% to € 17.7 thousand (2024: € 9.4 thousand) thanks to efficiency improvements and strong sales growth. At € 15.6 thousand, EBIT more than doubled compared to the previous year (2024: € 7.5 thousand). Net profit for the period fell by 53% to € 9.8 million (2024: € 21.1 million) due to the first-time recognition of deferred tax assets in the previous year.
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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].
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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.
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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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