Interviews
Q&A with Lana Meisak, VP, Business Development and Marketing, Gismart
Give us a quick overview of your entrance into the games industry and what made you decide to join it?
Before entering the gaming space, Gismart had earned a name as a top music entertainment app developer for an array of popular gamified music products such as Beat Maker Go, Piano Crush and many others. Looking for ways to grow and diversify our company portfolio, in 2019, we decided to add another business vertical and established an internal studio called Flime by Gismart. We dived deep into the development and publishing of mobile lightweight games, focusing on trendy hyper-casual genres and instant games for social platforms. The hyper-casual market was on the rise, not that saturated yet, so we saw it as a good opportunity to utilize our expertise in hypothesis testing which is crucial for this genre. Besides, we appreciated the simplicity of its mechanics and relevantly quick production so we had more room for trial and error. Within two years, we released a couple of dozen games for mobile and social platforms with many of them reaching the top gaming charts (ex. Cool Goal!, Body Race, Foil Turning 3D, etc.) and generating over 450 million downloads overall. Working in the hyper-casual market,Ā the team built effective processes in a very short time, as well as tested a large number of hypotheses. In 2021 we made our next step moving towards the casual genre and decided to explore puzzle games. It is a busy and challenging market with some strong competition. However, we have had success with our first game Cross Logic and are now actively working on new titles. We consider puzzle games to be a better investment in the long run. We also recently established a new business related to blockchain gaming projects and NFTs.
What does your role as VP of Business Development and Marketing at Gismart entail?
I focus on sourcing, negotiating and executing strategic partnerships across Gismart business verticals mainly related to product branding and marketing. I also build and develop long term and quality relationships and lead communications at Gismart. My role includes mobile product marketing and monetization, app distribution partner management (Apple App Store, Google Play, Facebook Instant Games, Snap Gaming, TikTok Gaming), product branding, PR and HR branding. Some of my proudest milestones include nurturing flagship partnerships between Gismart and household name entertainment brands such as UMPG, Sony/ATV and Warner Chappell, as well as the collaboration between The Chainsmokers and Gismartās hit Beat Maker Go music app.
Women remain largely underrepresented in the global games industry. How does Gismart approach this, and what advice would you give to women who want to work in the industry?
It is an issue especially if we talk about senior ranks of companies. I am glad that this subject is constantly raised in the media as it helps the change to happen faster. I believe there are two things to fight ā stereotypes and company practices. However,Ā speaking of the Gismart gender ratio it is very balanced. The ratio between males and females is 1:1.
Gismart is perhaps best known as a publisher of mobile games. Whatās the recipe for a hit mobile game in 2022?Ā
I canāt give a recipe but I can say how we approach building high-potential products at Gismart. We have an expert R&D team to explore global trends and conduct in-depth marketing research. Understanding the niche to find a gap for something fresh and exciting for users is an important task.Ā After making sure that the game concept is relevant, we move on to creating a basic game prototype and perform a market test to understand the metrics. There are three key factors that most likely indicate that a game has a high potential ā low CPI, high LTV and product scalability. The data-driven approach is what we stand by. Gismart has several analytical tools for in-depth market research, quick idea tests, and advanced product analytics that help us make a final decision.
How did Appleās changes to marketing on iOS in 2021 affect Gismart?
Similarly to the rest of the market, we have been affected by the changes related to IDFA. This has significantly affected the traffic buying on iOS, and it has certainly become more difficult to evaluate the effectiveness of advertising campaigns. It also made it harder and more expensive to run product tests on Facebook. On the positive side, these changes forced us to delve into other purchasing channels, and change and improve approaches to testing new product ideas. We also definitely go for more technological experiments on the marketing side related to user acquisition through web traffic.
Many of your games are available on social media sites such as Snap and Facebook. Why do social networking apps want gaming content in general?
Social platforms have an undeniably huge audience and games are a new form of communication. We saw an opportunity for growth in this business and some of our team members who are now leading Flime by Gismart had the experience of building one of the first games for Facebook. Today we have over ten social platform games available on Facebook and Snapchat. Color Galaxy on Snap Games became one of the most successful games on the platform quickly after its launch and after two years still holding its position.
In general, social platforms see games as one of the instruments to entertain and retain the audience, increasing the time they spend on the platform. Besides retention, having quality games provides the platform with other benefits, such as improved user experience, new forms of communication and interaction between users, and, of course, additional monetization for social platforms.
Gismart also makes and publishes wider entertainment apps such as music and wellness. Why did the company decide to diversify its focus from mobile games?
We started with entertainment music apps. Alex, one of the company foundersā is a self-taught guitar player and the first Gismart app was a guitar app.Ā After the successful launch of the first product, our portfolio of music entertainment apps has grown to over 15 different apps over time. Then came our expansion to games. Wellness, as well as the pet care vertical with flagship product Woofz, was established about a year ago. Both businesses are relatively new but already established their name on the market and have a substantial number of users. All of the verticals operate as independent businesses and Gismart provides them with consulting and mentorship, all kinds of resources and tools and infrastructure. So in a way, today Gismart operates as some sort of business incubator with some of the verticals having already outgrown the startup stage.
Last question ā what can we expect to see from Gismart and from yourself during the remainder of 2022?
Gismart has very exciting and challenging plans across all verticals. Speaking of casual games, weāll continue expanding our portfolio of HTML5 games on Facebook Instant and Snap Games. We also plan to introduce our mini-games on new major social platforms. Also, we plan to soft-launch our new blockchain project.
Speaking of apps, we will continue to upgrade and develop our products in music entertainment. We are working on expanding our music partnersā circle to bring more unique, fresh music to the table. As for wellness and pet care verticals ā the focus is on product and working on features to enrich the user experience and facilitate product growth. We hope to see a few new products earning their spot on the top chart.
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Interviews
The difficult second album
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Nik Robinson, CEO at Big Time Gaming, talks about the challenges studios face when it comes to sequel slots such as its just-launched Danger! High Voltage 2.
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Congratulations on the launch of Danger! High Voltage 2. Tell us more about the game and what players can expect.
Thanks! Weāre absolutely thrilled to launch Danger! High Voltage 2āitās an electrifying sequel we think fans of the original will love. When we released the first Danger! High Voltage, the response was phenomenal, and players kept asking for even more high-octane action. So, we set out to turn things up to 11 with this release.
The game cranks up the excitement with our Megawaysā¢ engine, giving players up to 117,649 ways to win on each spin. The base game is supercharged with volatility and powered by the MegaDozer, perched right above the reels, ready to drop Scatters, Wilds, Multipliers, and other electrifying surprises into play. Then there are the two fiery free spin bonusesāFire in the Disco! and Danger Danger!!ādesigned to keep players on the edge of their seats.
And, of course, it wouldnāt be Danger! High Voltage without the unforgettable soundtrack by Electric Six! Get ready for some serious foot-tapping and headbanging because this game truly brings the heat.
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How does the second instalment differ from the original Danger! High Voltage slot you launched back in 2017?
This time around, players are transported to an electrifying thrilling industrial scene, and introduced the groundbreaking mechanic MegaDozerTM mechanic sitting up top, ready to unleash Scatters, Wilds, Multipliers, and surprises.
Itās amazing to see how much slot game design has evolved since we launched the first game in 2017, and Danger! High Voltage 2 is a testament to that evolution. This time, weāve built it around our Megawaysā¢ engine, which amps up the gameplay with up to 117,649 ways to win on every spin.
Weāve also kept the player choice element for the Free Spins round, but we didnāt just stop there. Fire in the Disco! and Danger Danger!! are brand-new bonus features that make every spin a symphony of excitement. Itās a whole new level of Danger! and a thrilling way for players to experience just how far weāve come in delivering cutting-edge slots.
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What made the iconic song from Electric Six the perfect soundtrack for creating a slot game around?
When we set out to create Danger! High Voltage 2, we knew we had to keep the core essence that players lovedāthe name and that iconic Electric Six soundtrackābut from there, this game is a totally new beast.
Itās insanely catchy and the perfect soundtrack for spinning the reels. For me, it stirs a strong feeling of nostalgia, taking me back to the early 2000s when the song was riding high in the charts. The more I listened to it, the more I became convinced it would be huge fun to create a slot game around the song. The lyrics lend themselves to bonus features (Fire in the Disco! Danger Danger! Or the original High Voltage & Gates of Hell), and the disco theme works really well as an online slot because it is so visual and colourful. With the original, we were able to capture the essence of the song and bring it to life, which is why Danger! High Voltage became a runaway success. Danger! High Voltage 2 turns the volume up to the max and we fully expect it to rise to the top of the charts, just like the original did.
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Just how hard is it to launch a follow-up to a hugely successful slot game? What are the main challenges in doing so?
Launching a follow-up to a hit like Danger! High Voltage is no easy featāitās a bit like making the sequel to a blockbuster movie. You need to build on the experience offered by the original game, keeping true to the core theme and gameplay while making sure it offers something new and different. Stick too close to the original and it wonāt deliver the excitement players are seeking, move too far away from it and you can end up with a significant disconnect from the original. But we reimagined the visuals and mechanics, integrating our Megawaysā¢ engine as it adds massive win potential with up to 117,649 ways to win and to keep the gameplay engaging. We took risks with a completely new mechanic MegaDozerā¢ and introduced two brand-new free spin features, Fire in the Disco! and Danger Danger!! which had to be meticulously tested to ensure they deliver the right blend of fun and volatility. It becomes a bit of a balancing act whereby you need to keep core elements the same or similar and then bring in new elements that take the whole package to the next level. Itās easy to see why the second album is often the toughest for musicians.
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Big Time Gaming seems to have cracked the code when it comes to sequel slots with the recent launch of Bonanza Falls so you must have been able to overcome these challenges.
Weāre fortunate to have such strong original titles like Bonanza and Danger! High Voltage as a foundation for our sequels, but make no mistakeāit all starts with the teamās incredible work in crafting these iconic games in the first place. When you have a solid base, it gives us the freedom to innovate boldly. For instance, with sequels like Bonanza Falls and Danger! High Voltage 2, we introduced fresh mechanics like MegaDozerā¢, Win Exchangeā¢, Bonus Coins, which add entirely new dimensions to gameplay. These features arenāt just updates; theyāre true evolutions that deliver exhilarating experiences and keep players coming back.
Our team embraces these challenges head-on, bringing excitement and a touch of fun to every sequel we produce. And while these games build on the legacies of the originals, theyāre crafted to stand tall on their own merits. Bonanza Falls and Danger! High Voltage 2 donāt just rely on the reputations of their predecessorsātheyāre outstanding games in their own right, designed to thrill players new and old alike. Itās about creating something fresh while capturing the magic that made the originals so beloved.
The post The difficult second album appeared first on European Gaming Industry News.
Interviews
Exclusive Q&A w/ Radek PÅ”urnĆ½, CEO at Match Hype
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Match Hype has just won two industry competitions. Talk us through your product.
Match Hype brings engagement from social media platforms like TikTok and Instagram into the sportsbook. Our technology automatically turns raw sports data into short videos full of sports and betting insights. We have the capacity to create up to a million videos daily in more than 30 languages. We also provide hosting and streaming of the videos, and we track everything in the video thanks to our own player. The high level of video experience and the scale make us unique in the market, and we believe that this innovation is extremely needed in the industryāand the judges in the competitions probably agree with us.
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What technologies are you leveraging to deliver such a cutting-edge tool/product?
We have more than six yearsā experience in developing dynamic video solutions for clients like Microsoft, HBO, and SAP, and a decade in high-end video production for similarly well-known clients. Match Hype is the essence of this. We have developed our own robust cloud infrastructure that enables us to work on a huge scale. We can also leverage the integration of third-party solutions that help us make the video content rich and engaging. The AI boom came at the right time to help us make the experience for the viewer even better.
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Who is Match Hype aimed at?
We focus mostly on sportsbook operators, where we think we can bring the biggest value. But we also have clients on the affiliate and media side. Our ācompetitionā at the moment are creative professionals who are able to create one video at a time. To cover hundreds or thousands of events daily, you need huge manpower. With Match Hype, you donāt need thatāitās all automated. Anybody who appreciates this level of efficiency will benefit.
The end users are any sports fans who enjoy engaging videos. So basically everybody.
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Has this industry been slow to embrace video content and unlock the potential it offers? If so, why?
Itās hard for us to talk about the whole industry, as we havenāt been part of it for that long. But iGaming feels like a conservative industry where only truly meaningful innovations make it. Fingers crossed for Match Hype being one of them. We are confident because of our track record in other industries, and mostly thanks to the results of our dynamic videos that are already used by significant igaming industry players.
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What makes video content so effective at customer acquisition? How can Match Hype be used in this regard?
People just love video content. In the last review, TikTok said that the average user spends around 90 minutes a day on their platform. Platforms like Spotify used to be music and podcasts only; now they are full of videos. You just canāt ignore that. Video killed the radio star, and a static sportsbook is next to die.
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And what about retention? How can it be used to keep players engaged and coming back for more?
Imagine that a 30-second video gives you the exact insights to help you make a betting decision without spending dozens of minutes on different resources to gather all the information. People donāt want to read anymore. This is probably an even bigger strength of Match Hype than user acquisition.
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What can we expect from Match Hype in the coming months?
We will establish Match Hype as an industry standard for dynamic video content. Weāll bring many more sports like tennis, basketball horse racing and. We are preparing real-time video use casesāfor example, half-time updates in footballāand new distribution channels like integration directly into streams. The potential is huge. Stay tuned.
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Any final thoughts?
For the last year, we have talked with literally hundreds of iGaming experts, investors, and executives. Almost every one of them sees fan engagement as a huge topic in the upcoming months and years. And video will definitely play a key part in it.
Video says more than a thousand words. Give it a goāwatch one of our 30-second videos and see for yourself.
The post Exclusive Q&A w/ Radek PÅ”urnĆ½, CEO at Match Hype appeared first on European Gaming Industry News.
Fantasy Sports
Will Booth: blending the best of fantasy and sports with PickāEm Player Props
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For those that might not know, can you give us a brief overview of PickāEm Player Props?
In simple terms, the new PickāEm Player Props product from WA.Technology is almost like a hybrid between fantasy sports and sports betting. In the same vein as traditional player props products that you see in traditional sports, players can select markets on individual players ā we have just taken that model and elevated it.
During the game, players can make between two and six bet selections. For example, will Erling Haaland score more or less than 2.5 shots? The number of bet selections the player makes then determines their multiplier. By allowing bettors to unleash their sporting knowledge and provide engaging games for them to play, we are helping our operator partners to not only engage with a wider player base but also to fuel long-term retention. It really is a one-of-a-kind product and one weāre incredibly excited about. Itās already proving to be a top performer in LatAm.
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Why has now been the right time to unveil PickāEm Player Props?
Over the last few years, weāve seen significant growth in the number of player proposition products. There are several reasons for that. Sports fans have shown a growing affinity for individual players rather than a team. They follow players on social media and engage with content featuring that player.
This reflects the wider trend weāre seeing: the new generation of fans is more in love with the players than the team itself. A great example of this is both Lionel Messi and Cristiano Ronaldo. Bettors worldwide would wager on either of those players and engage with their content regardless of which team they played for or what club they supported.
The appetite for player-driven betting is increasing dramatically, resulting in a greater demand for products specifically tailored to individual athletes.
With more traditional sportsbooks, however, weāve found that there isnāt as much depth of product regarding player propositions ā aside from goal scorer markets. We wanted to change that ā we wanted to deliver a fun, engaging product that helps build a sense of community among players.
Since PickāEm Player Props is also a hybrid of fantasy and sports, it can act as an attractive tool to facilitate new market entries, as fantasy sports are not regulated like sportsbooks or iGaming. Take the US for example. In most states, operators do not need a licence to offer a fantasy sports product. This is the case for many markets around the world, too. I believe this will be an attractive proposition for operators looking to expand their international footprint, and as a truly global provider, weāre here to make that happen.
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In your view, what differentiates WA.Technologyās PickāEm Player Props from other player props products on the market?
Currently, we are the only B2B provider to offer a player propositions product that combines sports and fantasy. A handful of companies in the US offer something similar, but they are all B2C companies ā we are bringing something totally unique to the B2B space.
Fantasy Sports have always been popular in the US. But over the last 18 months, weāve seen a meteoric rise in the demand for player proposition markets; we wanted to develop a product that caters to that growth in demand and delivers something unique for our partners.
For other player props products on the market, something that is worth noting is that the design and UX are doing little to engage Millennial/Gen Z bettors. This audience demands a streamlined UX that is easy to use. Our PickāEm version has been specifically designed with this demographic in mind, although we have been careful not to disenfranchise other age groups. We have kept the design sleek, streamlined and easy to use to deliver that. Itās extremely well-designed compared to what you might see in a more traditional sportsbook.
The game is straightforward to understand because we have fixed multipliers. This decision differentiates us from more traditional products, where the multipliers vary depending on how many bets you place. It also makes the product much more accessible for players who might otherwise not be familiar with fantasy or player props.
Another major defining factor is that we have ensured players can add multiple bets from different markets together. On most sports betting sites out there, you cannot combine player props markets. You couldnāt, for example, have a bet slip combining Erling Haalandās Over/Under Shots and Kevin De Bruyneās Shots on Target. We know this is frustrating for many bettors. We wanted to eliminate that barrier and elevate sports fansā experience.
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How does the level of data granularity influence the design and effectiveness of player proposition betting products, particularly in terms of player engagement and personalised betting options?
We are very fortunate that the data feed we use for our player props markets is the best. We have a wide range of insights and data analytics available, giving us an edge over other companies within the space ā this is a serious differentiator.
The enhanced data range means we can deliver many more bespoke, personalised betting options to players while also getting more granular with the markets we can offer.
Our Managed Services Team, which oversees all things trading, also closely monitors the markets that are most popular with players. For example, if we see an influx in bets on āshots on targetā, we know how to create more promotions around this particular market. We can tailor the CMS to engage better with players and create a more personalised experience.
Players can also āfavouriteā particular players and clubs. Any market featuring that player will automatically appear when the PickāEm Player Props application loads up.
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Are there any markets where you believe PickāEm Player Props will prove to be particularly popular? If so, why?
In all honesty, I canāt think of a market where this wonāt be popular! Regions such as LatAm present an enormous opportunity for the growth of player proposition markets. I believe we can really plug a gap in the products currently offered to bettors.
Across the continent, weāve seen players show a real passion for player-focused markets, and weāre here to capitalise on that. In Brazil, for example, if we were to create markets on Neymar, Iād anticipate this would gain much traction!
The real selling point for PickāEm Player Props here is that we offer an extensive range of sports and markets that cater to a broad audience ā but within that, we can personalise sports and bet selections not to overwhelm the player. Iād expect that markets on football will perform exceptionally well across Africa and LatAm, while countries such as South Africa may have a stronger preference for Rugby or Cricket.
Ultimately, itās about understanding the unique preferences of players within each jurisdiction our partners operate in and tailoring the product accordingly. With teams based in various markets worldwide, we can get to grips with the local knowledge and fully understand what resonates with bettors.
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In your view, what are some of the factors behind the growth of player props products in the last 12 months?Ā Ā
Most definitely shows how sports media companies are incorporating more player-specific content into their roster. This already has a huge impact, and I canāt see it changing anytime soon.
Whether itās interviews with specific players, post-match analytics on performance or even the inherent growth of social media, the balance is undoubtedly tipping more towards the player rather than the team.
Personalisation will also have a considerable knock-on effect on the growth of player propositions. Bettors want more bespoke offers, specific bet suggestions and more instant content tailored to their unique playing habits. With a product like PickāEm Player Props, you can personalise that betting experience to your heartās content.
It also becomes much easier for sportsbooks to align with a specific userās interests when we deliver unmatched data analytics and levels of personalisation that are available via WA.Technologyās product suite.
In short, PickāEm Player Props gives operators the tools they need to create wide-ranging engagement opportunities without sticking to the rigid sporting calendar, where sometimes you might have to wait several days between a game. By incorporating fantasy sports, we can deliver round-the-clock content much faster, therefore meeting the demands of players. If you want to find out more ā make sure to stop by Stand 1095 at SiGMA!
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