ThrillTech launches jackpot system ThrillPots

ThrillTech aims to provide engagement technology for the gaming industry, with the goal of maximising performance. Its new product ThrillPots is a software-as-a-service (SaaS) jackpot server, which caters to operators and games studios.

Bradtke said that the process behind creating ThrillPots took nine months. He added that it involved implementing systems ThrillTech knew its clients would want to avail themselves of.

“We have spent the last nine months working on designing and implementing scalable architecture and systems which will allow our clients to enjoy the full suite of our products through a single integration layer,” said Bradtke.

ThrillPots utilises technology that allows scalability at a low cost. As a SaaS ThrillPots is notably secure as data does not leave the operator’s datacentre.

Features include flexible payout mechanics, segmentation capabilities and tipping point mechanisms.

“We are very excited about the potential ways our partners will use the ThrillPots technology, be it to serve affiliate jackpots, happy hour jackpots, VIP jackpots, sporting event jackpots and so on,” continued Bradtke. “The possibilities are endless.

“ThrillPots is just the start of our product vision and strategy to deliver engaging and performance enhancing solutions to our partners at a feature and value level that will be hard to beat.”

ThrillPots will go live with clients in the upcoming weeks. It is currently being integrated with several early-adopters.

Gambling Related Harm APPG launches white paper inquiry

Published in April, the long-awaited white paper covered a range of major topics regarding gambling and future regulation in Great Britain.

The APPG-led inquiry, which launched today (14 June), will assess all proposed measures put forward in the white paper. The inquiry will also seek to hold the government to account and ensure reforms are taken forward quickly.

In addition, the inquiry will ensure where commitments have been made to legislate “when parliamentary time allows”, these are pursued as a priority. These include handing greater powers to the Gambling Commission to support enforcement.

Evidence deadline

The APPG will hold a series of oral evidence sessions as part of the inquiry and also accept evidence or submissions from interested parties. Any feedback must be submitted by 11 July.

The inquiry will seek opinion on optimal stake limits for online slot content and how game design should be modified to prevent harm including opt-out deposit limits.

The APPG will consider how the Statutory Levy should be operated and administered, as well as issues surrounding proposed affordability checks and the proposed parameters.

Individuals will also be invited to give opinion on an optimal system for data sharing, how the ombudsman should be operated and administered and what further steps can be taken to protect children and young people from gambling advertising.

“The APPG will also continue to scrutinise further areas of potential harm,” the APPG said. “These include those not included within the remit of the white paper such as the operation of the National Lottery and the emergence of new forms of gambling.”

White paper proposals 

Regarded as the most transformative review of gambling in Great Britain for 18 years, the white paper was finally released in April. The publication signified a landmark upheaval of how gambling will be regulated in an age of smartphones and 24/7 internet access.

While the document outlined much of what the industry expected, it had some unexpected additions. These included the addition of a gambling ombudsman, to give customers one point of contact for industry queries.

Other key topics covered in the white paper included affordability checks. Proposals were for players who lose £1,000 within 24 hours, or £2,000 over a period of 90 days, being subject to detailed checks on affordability. In addition, operators will have to perform “passive” checks on players who have a net loss beyond £125 each month, or £500 per year.

The white paper also proposed a consultation on stake limits and plans to implement a limit of between £2 and £15 per spin. Lower thresholds would be applied to new accounts.

The government also looked at a mandatory statutory levy which, paid by operators to the Gambling Commission, would fund research, education and treatment (RET) for gambling harms. A consultation on design and scope for this will take place in the summer.

The white paper also called for an easing on land-based restrictions, such as allowing casinos to offer sports betting on site. Limits on slot machines in larger casinos could also be eased, at a 5:1 ratio for slots to table games.

In terms of advertising, the Gambling Commission will hold a consultation on new proposed controls for customers. These include the ability to opt-in for online bonuses and other online gambling offers.

In addition, the government said it could give statutory backing to a voluntary agreement currently in place with payment providers, in which illegal gambling sites are blocked. This would mean the Gambling Commission could apply for a court order to force providers to block these sites.

Betting and Gaming APPG closes

Last month, it was confirmed that the parliamentary all-party betting and gaming group would close for the foreseeable future.

Formed in June 2015 as a cross-party group that had no official status within parliament, the group featured members with a shared interest in the gambling industry.

The APPG weighed in on a host of key issues in recent years, but the group will now disband.

NJ launches new responsible gambling tools

Players seeking to exclude themselves from gambling can now contact the DGE via a new, toll-free phone number. Consumers can choose to self-exclude from online gaming or both online and in-person.

The service will also allow users to set up an in-person appointment with DGE staff or take part in a video conference with DGE responsible gaming personnel. The DGE said the video conference option will help remove barriers for patrons to address problem gambling by completing the process without leaving their homes.

Meanwhile, the DGE will also launch an updated responsible gambling landing page on its website. This, the regulator said, will serve as a central location containing information for players and operators.

Read the full story on iGB North America

Arizona sports betting revenue up despite handle fall in March

Wagering handle for the month was $644.8m, down from $691.0m in March 2022 but 5.8% higher than $609.3m in February of this year.

Players bet $639.9m online and $4.1m at retail sportsbooks across the state.

Bettors won a total of $591.2m during March, while adjusted gross event wagering revenue before free bets was $53.4m. This was 43.6% ahead of $37.2m last year and also 57.1% more than $34.0m in February this year.

Of total revenue, $53.0m was attributed to online wagering, while the remaining $318,760 came from retail betting.

Read the full story on iGB North America

Entain completes fundraising for STS acquisition

Between the shares placing and a retail offering to investors, Entain has raised close to £600m (€701.4m/$761.6m). The remaining net proceeds – around £150m – will go towards funding “further near-term acquisitions”.

Entain CEE announced the £750m acquisition of STS Holding yesterday (13 June). The acquisition will see Entain CEE pay PLN24.80 per STS Holdings share.

Entain CEE is the joint venture between Entain and Emma Capital. It was established in August 2022 following Entain’s acquisition of SuperSport, a deal that moved the operator’s focus towards Eastern Europe.

With this acquisition of STS, Entain will take charge of the leading sportsbook brand in Eastern Europe’s largest economy.

Shares placement

The pre-emptive shares placement was conducted by Merrill Lynch International and Morgan Stanley. The two entities are acting as joint global coordinators and bookrunners at a price of £12.30 per placing share. Santander is also acting as a co-manager in relation to the placing.

The £12.30 placing price is 6.9% less than Entain’s closing share price of £13.22 recorded on 13 June.

Retail investors have subscribed to the operator’s offer through capital markets technology platform PrimaryBid for a total of 486,010 new ordinary shares. This is known as the retail offer, which formed part of the £600m raised by the operator.

North Carolina governor signs sports betting into law

The path to legalisation has been winding, with efforts ramping up in the last few months. The bill was voted through by the state House last week, after it was voted through the state Senate one week prior.

It was first introduced on 13 March. The bill in its final form was presented to the governor on 9 June.

Read the full story on iGB North America

Betsson to acquire Belgium’s Betfirst, partners Partouche

Under the arrangement, Betsson will pay €117.0m up front to acquire all shares in Betfirst. A further €3.0m will be due subject to the delivery on certain agreed financial targets.

Established in 2011, Betfirst holds licences for both online sports betting and dice games in Belgium. The group also operates approximately 450 points of sale across Belgium and owns a gaming arcade. 

For the most financial year ending 31 December 2022, Betfirst posted net gaming revenue of €51.2m and adjusted EBITDA of €10.0m.

Betsson said it intends to continue operating the Betfirst sports betting business, while exploring potential synergies in the mid-to-long term. The acquisition is expected to close on or around 5 July.

Partouche partnership has France and Switzerland in its sights

Betsson will be able to add online casino to its Belgian offering through its partnership with French casino operator Groupe Partouche.

The partnership will initially focus on Belgium, with the aim of launching this year, with scope to expand into other regulated markets.

The Belgium launch remains subject to obtaining the required licences. Groupe Partouche operates land-based casinos in France and Switzerland and holds an offline casino licence in Belgium, which can be extended to an online casino licence.

An online licence would enable the operator to offer a full range of online casino products.

Commenting on the two deals, Betsson chief executive and president Pontus Lindwall said the agreements would provide “critical” access to the Belgian market.

Betfirst is a “strong strategic Fit” For Betsson, CEO Pontus Lindwall commented

“We are very excited about entering the Belgian market together with our partners Groupe Partouche and see a strong strategic fit with the acquisition of Betfirst,” Lindwall said. 

“At Betsson, our growth strategy revolves around extending our presence into new markets, particularly in locally regulated or soon-to-be regulated markets. Belgium, where the online gaming market is regulated since 2011, aligns very well with this strategy. 

“Our business model is highly scalable, and these initiatives will add revenue and strengthen our profitability over time.”

Business growth

The two deals come on the back of what Lindwall described as Betsson’s “best ever year” in 2022, helped by a record Q4 performance.

Full-year revenue increased 18% year-on-year to €777.2m. Operating expenses were 21% higher at €373.2m and financial expenses reached €6.6m, which meant a pre-tax profit of €124.6m, up 11% year-on-year. 

The operator paid €9.9m in tax, resulting in a net profit of €114.7m, up 10% on 2021, while EBITDA also increased 12% to €172.4m.

The acquisition also marks Betsson’s latest acquisition, with the group having added a number of assets in recent years.

Last October, Betsson announced the €14m acquisition of sportsbook supplier Kickertech, increasing its focus on B2B operations. KickerTech brought in €2.6m in revenue over the 12 months to 30 September, while its earnings before interest and tax were €1.3m.

In August 2021, Betsson’s SW Nordic Limited subsidiary acquired the B2C online gambling business of Latin American sportsbook and casino operator Inkabet. Betsson said that the acquisition will strengthen and expand its presence in Latin America, which it described as a “strategically important region” for the business.

Belgium opportunities

Online casino remained the primary source of internet gambling revenue in Belgium in 2021.

Of the €812.8m gross gaming revenue generated, €359.1m was attributed to online casino, representing 44.2% of the whole online market. Internet slots generated €237.9m (29.3%) and sports betting websites €215.7m (26.5%).

In terms of the wider market, total gross gaming revenue in 2021 amounted to €1.21bn. The land-based sector generated €397.1m, accounting for 32.8% of all revenue, compared to online’s 67.2% share.

Videoslots ordered to pay £2m over UK regulatory failures

The regulatory breaches were discovered during a Commission-led investigation of activity between October 2019 and February 2022. Videoslots, which operates Videoslots.com, Videoslots.co.uk and Mrvegas.com, will pay the money as part of a settlement with the regulator.

Analysing its findings, the Commission identified several social responsibility failures. These included not ensuring customers displaying risk behaviours were identified as potentially experiencing harm. This was because responsible gambling reviews were not undertaken as early, or as well, as they should have been.

Videoslots also failed to identify whether a customer was at risk of harm. This was because Videoslots did not consider whether the amount being deposited or lost was appropriate. The Commission also noted how customers showing indicators of harm continued to gamble significant amounts.

AML failures included how Videoslots did not implement its risk-based processes appropriately due to delays in conducting the required action.

Videoslots also failed to fulfill elements of customer due diligence as early as intended, in accordance with its own risk-based approach. In addition, the regulator said the operator did not have sufficient AML analysts to process data or undertake AML account reviews.

AML breaches

Breaking down specific breaches, the Commission flagged licence condition 12.1.1(3). This requires licensees to ensure policies, procedures and controls are implemented and kept under review.

Videoslots accepted it breached this licence condition between March 2021 and April 2022.

Failings identified here included how Videoslots did not implement its risk-based processes appropriately. This was due to significant delays in conducting the required action. In one case, a player hit several AML triggers and was able to deposit £112,225, without Videoslots taking the correct action.

Videoslots was also ruled to have not fulfilled elements of customer due diligence as early as intended in accordance with its risk-based approach. There were examples where analysts did not properly implement AML policies, which allowed some high-risk users to continue to gamble significant amounts.

Social responsibility failings

The Commission also said Videoslots failed to abide by SRCP 3.4.1 Customer interaction. Compliance with this is a condition of the licence under section 82(1) of the Gambling Act.

Here, licensees must interact with users to minimise the risk of gambling harm. This must include identifying and interacting with at-risk players, as well as understanding the impact of interaction.

Videoslots accepted it was not in full compliance with SRCP 3.4.1 during a number of studied periods between October 2019 and October 2022.

The Commission said Videoslots on some occasions did not ensure customers displaying risk behaviours were identified. This was because responsible gambling reviews were not undertaken at the right time. Videoslots also failed to use restrictive measures such as forced deposit limits and playblocks as regularly as it could have.

The regulator said Videoslots also failed to identify if a customer was at risk of experiencing harm by not considering whether the amount being deposited or lost was appropriate. 

In one case, a player had a self-declared income of between £60,000 and £80,000. They had also declared savings of between £20,000 and £50,000. The user was able to deposit and lose £98,000 within six months. However, reviews and interactions did not take into account the fact the customer deposited disproportionately to their declared salary.

The Commission noted how Videoslots allowed customers showing indicators of harm to gamble significant amounts after interactions, despite their behaviour continuing. 

One player deposited £112,225 and lost £58,725 between 21 November 2021 and 7 January 2022. During that period, the customer hit a number of triggers, which led to three account reviews taking place.

However, an account review was missed on 8 December 2021 and delayed on 29 December 2021. The Commission said Videoslots’ approach to interactions were not implemented as they should have been. 

Other failings identified here included how Videoslots carried out ineffective interactions. This was due to Videoslots having information that may have demonstrated an enhanced approach or intervention was required.

Significant weaknesses

The Commission also said the operator’s process for escalating interactions or intervening were ineffective. This was due to an over reliance on customer responses and source of wealth declarations.

In addition, with some of the customer accounts reviewed, there were instances where affordability was not fully considered.

Concluding the case, the Commission said there were significant weaknesses in Videoslots’ ability to implement its policies and procedures for AML and safer gambling purposes. Videoslots also accepted this conclusion.

The regulator noted how Videoslots has taken steps to rectify the breaches, had acted in a timely manner and was co-operative with the investigation. In addition, the Commission said Videoslots was transparent and outlined how operational effectiveness was severely impacted during the relevant period by the pandemic.

However, due to the nature of the breaches, the Commission agreed to impose a financial settlement.

This included a £1.5m payment in lieu of a financial penalty, which will be directed towards socially responsible causes, as well as a divestment of £494,842. In addition, £11,308 will go towards covering the costs of the investigation.

Matt Wilson instills a new ethos at Light & Wonder

Scientific Games’ decision to offload its lottery and sports betting divisions in 2021 felt like the end of an era, and Matt Wilson is responsible for leading what is now Light & Wonder into a new one.

The sale of the lottery operations in particular marked a major break from the past. Scientific Games, after all, began as a scratchcard manufacturer. 

But by selling off this arm, along with the sports betting business, debt was slashed. The remaining gaming business also had a clear strategic focus – something many would say was missing for years. 

Adding to that feeling of an era coming to an end is the corporate rebrand. The Scientific Games name has left with the lottery business, and the gaming operations sit under the Light & Wonder banner. There’s also a new man in charge, after Matt Wilson replaced Barry Cottle as CEO in October 2022.

Frankenstein’s monster no more: Light & Wonder’s focus on gaming gives the supplier a clear north star vision

Wilson, an Aristocrat veteran who previously served as CEO of gaming for Light & Wonder, has a simple vision for the business. He wants to make it the best slot, table, digital and social games provider, or as Wilson calls it, “the leading cross-platform, global games company.” And he’ll do it by creating the best games on the market. 

“That’s the mission, that’s the north star,” he said shortly after his appointment. “That’s where we’re headed. And it’s time for us to get on and keep executing against that.”

So how has he gone about driving the business towards that goal?

What’s in a name? 

It all starts with the name above the door. Light & Wonder, with the tagline ‘new worlds of play’, certainly suggests a significant break from Scientific Games.

It’s more than just a rebrand, he explains. “It is a complete change of the ethos.” 

“We wanted to reach into the businesses that are left in the portfolio and pull up the things that really matter. It all comes back to the content and games.”

There’s three stakeholders that care about a company name, Wilson says. First, the investors, though share performance is going to be more of interest. The customers care, but great content is probably more interesting than the name of the company producing it. 

“The third cohort is the most important: employees. They’re the ones that actually make the magic happen, the ones that design the games, that bring the content to market.”

As a name Light & Wonder has more in common with George Lucas’ Industrial Light & Magic than it does with Scientific Games. That’s now owned by Disney and responsible for special effects in franchises such as Star Wars, Marvel and Jurassic Park. 

Wilson wants to tap into that same pool of talent. “We’re trying to call out to that next generation of creators,” he says. “If you think about the core of our businesses, games and content, and that’s mathematicians, that’s animators, that’s software engineers. These are creative people. 

“For the next generation coming out of college, do they want to work for Scientific Games or do they want to work for Light & Wonder? We’re trying to build this brand that has levity to it, that centres things around making games for a living.”

Cultural change across Light & Wonders business

To attract new talent there’s a new, creative ethos. For the current staff, there’s a new, collaborative and coherent – and less isolated – way of working.

Prior to the betting and lottery sales, Light & Wonder was more of a conglomerate than a business, Wilson says. 

Light & Wonder CEO Matt Wilson aims to create a more connected development process across all channels

“The teams didn’t talk,” he says. “They were just very independent, there was a huge moat around each of the businesses.

“Now they’re working together. The igaming team work side by side with the gaming teams to discuss, ‘We spend more than $200m on R&D a year. What games should we be making? How do we make sure those games are relevant for the igaming, social casino and land-based channels?’”

The business is in the process of acquiring SciPlay outright and Wilson believes social plays a key role in Light & Wonder games development. “You can A/B test games, and do rapid asset testing with millions of eyeballs.”

This free-to-play feedback is used by the studios creating the land-based slots, which then migrate online. “There’s a flywheel effect from these businesses being part of the same portfolio.”

Joined up thinking

Initiatives such as the Best Games Workshop keeps the flywheel spinning. This brings together Light & Wonder’s igaming, social casino and land-based slot developers, usually in a casino. 

“They go out and play games together, ideate and they riff off each other’s ideas,” Wilson explains. “It’s such a simple thing, but so powerful because you’re bringing together perspectives from all these different channels.”

A faster horse

Wilson’s enthusiasm for slots and casino comes from a lifetime in the sector. He started as a graduate trainee at Aristocrat and worked his way up corporate ladder. 

“I started working around these games when I was 22 and I’m still excited about the next batch of games coming out. There’s always this sense that the next game could be the next big thing that changes the industry. That’s always exciting.”

There’s a lot of new tools and data sources to aid the development process, but he always returns to creativity as the key driver of slot performance. 

Slot development may start in social, but makes its way through to land-based channels then online casino sites

“I think as an industry we have to be mindful of continuing to innovate,” Wilson says. “If we’re all making the same kinds of games that’s a road to nowhere. You need to be building what players want play. 

“You also have to remember the old Ford adage: ‘If you ask consumers what they want, they’d say a faster horse, not a car’.”

It’s a case of “looking around corners”, and essentially looking to guess what the end user could want in future. It’s incumbent upon suppliers such as Light & Wonder to seek out new formats and game types, in his eyes. Playing it safe is easy, but it’s hardly going to set new benchmarks for slots and table games. 

“Light & Wonder and our competitors need to continue to push the boundaries, because we have the big budgets that should allow us to lead the industry in terms of innovation,” he argues. 

“It’s a combination of taking the right shots on goal but also innovating to lead the industry forward.”

Studios that slot into the roadmap

In a sector as broad, diverse and crowded as the games development, there’s always the risk of a smaller, more agile competitor outflanking the industry leaders. Thanks to its aggregation platform Open Gaming System (OGS), Light & Wonder has a way of spotting those innovators, at an early stage. 

The mega deals of the Scientific Games era, for Bally Technologies, SHFL, WMS and OpenBet, are in the past. Since 2021, acquisitions are smaller and OGS is proving to be “a beautiful M&A tool”. 

“We’re able to see early stage success on the OGS and spot companies building unique content that’s resonating with players,” Wilson explains. 

“Then we can come in and take a position in their business to infuse that R&D investment, help them make more and even step in to acquire them. 

Its performance on Light & Wonder’s OGS alerted the supplier to Lightning Box’s potential

“We did that with Elk Studios, we did that with Lightning Box. It’s a really fortuitous part of the value chain for us to own. 

“We can see up and coming studios on the platform and say, ‘Hey, you guys are making great stuff. If we gave you $10m, could you build 30 more games, and make this a symbiotic relationship?’”

M&A is now very simple. Light & Wonder wants to be the best games developer in the world, and any deal has to align to that mission.

“We went from a world of huge complexity with lots of different businesses trying to be a Swiss Army knife for all these different markets,” Wilson says. “In that scenario it’s very hard to be a world leader at anything, let alone everything.”

Light & Wonders Q1 performance vindicates big calls

For Wilson, it was Light & Wonder’s first quarter performance that really vindicated the big strategic decisions of 2021. Revenue was up across all divisions, including record contributions from digital and social gaming.

“I think it validates a lot of things internally,” Wilson says. “We have nearly 7,000 employees that have been on that transformation journey with us. And we’ve asked a lot of them, but it’s showing up in the numbers and that’s just so encouraging.”

It’s the quality of the results that impresses him the most. Revenue was up 17.1%, EBITDA grew faster than revenue, and free cash flow is growing faster than EBITDA. 

“That’s exactly what you want. It’s driving great outcomes, and it does vindicate the strategy of the three businesses belonging in the same portfolio, built around the idea of creating great content and great platforms. 

creating great content is now light & wonder’s sole focus

“It shows it’s more than a sum of its parts, and that there’s amplification by having these three businesses working closely together.”

Theres something beautiful about simplicity

When Scientific Games began the process to sell off OpenBet and the lottery business, it may have marked the end of an era. There’s a new name, a new leader and a renewed focus. 

It may also mark the start of a trend across the industry. Other suppliers see the benefit of having a similar, single-vertical focus, going by recent announcements

“There’s something beautiful about simplicity in a business,” Wilson says. As Light & Wonder’s Q1 performance shows, that focus on creating great games is certainly a way to generate decent returns. 

“Everyone is in service to that – all our jobs are in service of that,” he adds. “We can’t sell anything, we can’t pay the pay checks without great games. 

“We make sure everyone [in the business understands] that games are the reason we exist.”

Paf revenue hits record €165.6m in FY22

Paf’s profit also rose by 30.4% yearly to €44.8m.

Christer Fahlstedt, CEO of Paf, said that 2022 was the group’s best year so far performance-wise.

“The turbulence of recent years has taught us to adapt and we are happy and proud to say that 2022 was the best year in Paf’s 56-year history,” said Fahlstedt. “Revenue increased by 23% and profit increased by 31%.”

In October 2022, Paf lowered the loss limit for players aged between 18 and 24.

“During the year, Paf has chosen to introduce a new, lower limit for younger players,” continued Fahlstedt. “Players aged 18-24 can now lose a maximum of €10,000 in a calendar year.”

“Research shows that younger players are overrepresented among problem gamblers and we have therefore chosen to introduce a tighter limit in this age segment.”

Full results

Other income for the year was €10.1m.

Material and services costs came to €39.4m, and staff costs totaled at €24.4m. Capitalised development income WAS €951,972 and depreciation and impairment costs at €10.2m. In total, the operating profit was €48.4m for the year, a rise of 35.8% yearly.

Other financial income and costs incurred an overall loss of €1.6m, giving a pre-tax profit of €46.8m.

After considering tax for the year and previous years at €2.3m, and deferred taxes at €300,272, the profit for the period arrived at the €44.8m total.

CEO CHRISTER FAHLSTED CELEBRATES HITTING 2022 GOOD CAUSES FUND MILESTONE

Funds for the year

In 2022, Paf passed the €400m mark for good causes funding, an initiative that was started by its parent company Ålands Penningautomatförening in 1966.

Specifically, funding for good causes hit €416m in 2022.

“It says a lot about us that Paf, as a relatively small gaming company, has managed to generate more than 400 million for the benefit of society,” said Fahlstedt.

In total, €14.9m was distributed to good causes in 2022. The highest amount – €3.8m – went to social activities. Cultural activities had the second-highest investment, at €3.1m, while other operational support received €3m in funds.

The remaining funds were distributed across social causes such as environmental activities, youth work and sport.