Industry News
Dutch Channelisation Rate Set to Miss 2024 Target
The Netherlands Gaming Authority, Kansspelautoriteit (KSA) has revealed that its projected channelisation rates for the market are set to miss its 80% target for 2024. The KSA used reports from both H2 Gambling Capital and Regulus Partners to estimate the size of the entire Dutch online gambling market.
By 2024, three years after legal online gaming is set to launch, Regulus predicts a combined licensed and unlicensed market size of €827m when excluding bonuses. H2, on the other hand, predicts a market worth €1.08bn including bonuses.
Looking just at the legal market, H2 predicted revenue of €757m for 2024, while Regulus did not split regulated revenue from the offshore total. This meant that roughly 70% of revenue would be channeled into the legal offering, below the KSA’s target of 80% at this point in time.
H2 noted that tax rates were one “major obstacle” to Dutch channelisation, with online gambling set to be taxed at 29%, more than Sweden’s 18% or Denmark’s 20%.
“Providers will try to (partly) pass on the gambling tax to the players. This makes the legal range of games less attractive. Currently, illegal providers pay no gambling tax in the Netherlands. This gives price-conscious players an incentive to play with an illegal provider,” KSA said.
While Regulus did not break down channelisation in terms of revenue, the KSA said it made an “implicit prediction” that 90% of players would move to the regulated market. This, it added was contingent on advertising regulations not being too restrictive.
The KSA also noted that channelisation could be influenced by different factors, depending on the vertical being considered.
The regulator noted that Regulus had higher predicted revenue for the entire market for 2021 at €544m compared to H2’s €513m projection. However, H2 predicted a faster-growing market. For 2020, it estimated revenue of €416m compared to Regulus’ €394m.
Powered by WPeMatico
ESG
Play’n GO publishes 2025 Sustainability Report with emissions and governance updates
Play’n GO has published its 2025 Sustainability Report, framing the year as a milestone as the supplier marks 20 years in the gaming industry. The report covers performance across four pillars—Players, Partners, People and Planet—and positions sustainability as tied to product design, operations, and partner expectations.
On climate reporting, the company said it has “achieved and exceeded” its long-term 90% reduction target for Scope 1 and 2 emissions, and reported a 69% absolute reduction in Scope 3 emissions versus its 2023 base year. Play’n GO also said its total material emissions for 2025 were kept below 500 MTCO2e.
The report also points to a move into land-based delivery. In 2025, Play’n GO said it launched its first land-based gaming solution in partnership with Genting UK, positioning the rollout as part of a “player-first, low-footprint approach” for regulated venues.
On responsible entertainment, the company said it continues to reject game mechanics it believes “compromise player trust or wellbeing,” and highlighted participation in discussions on digital wellbeing and cognitive health, including at the United Nations and G7. “We have always believed that great entertainment should be fun, safe and fair,” said Vanessa Björkbacka, Director of CSR at Play’n GO.
The report also outlines internal development and reporting infrastructure. Play’n GO said 43% of employees engaged in AI-related learning during 2025 and that average training time exceeded seven hours per employee globally. It added that reporting was further aligned to the UN Sustainable Development Goals and World Economic Forum Stakeholder Capitalism Metrics, alongside investment in “secure, AI-supported carbon data management.” “As expectations on transparency and accountability continue to rise, we see it as our responsibility to lead,” Björkbacka added.
The post Play’n GO publishes 2025 Sustainability Report with emissions and governance updates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
complaint resolution
Casino Guru CRC returns $5.3m to players in Q1 2026
Casino Guru’s Complaint Resolution Center (CRC) published 3,986 complaints in Q1 2026 and says it resolved 1,321 cases, returning $5,304,894 to players during the quarter.
Casino Guru said March was one of the CRC’s most active months on record, with the second-highest number of published complaints to date. The company added that ongoing cases exceeded 1,300, pointing to rising demand for third-party dispute mediation.
By volume, the most active complaint markets were Germany (657), the United Kingdom (270), Canada (240), Italy (207) and Australia (194), according to the CRC update.
Delayed payments remained the most common player-reported issue. Casino Guru also reported a March shift in complaint mix, with self-exclusion-related complaints rising to the second most frequent category for the first time in CRC history. KYC-related issues and blocked accounts were also among the most common complaint types, often linked to withdrawal delays.
Casino Guru said the quarter’s results reflect the increasing role of independent mediation as players look to third-party platforms to resolve disputes.
The post Casino Guru CRC returns $5.3m to players in Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
branded content
RubyPlay launches Firerose studio for operator-specific casino games
RubyPlay has launched Firerose, a new studio aimed at building operator-specific casino game experiences, as suppliers and operators push for more branded content to stand out in crowded markets.
The company said Firerose is designed to let operators combine RubyPlay’s existing game catalogue with the studio’s technology and creative resources, using operator-led insight to shape games around an operator’s brand identity rather than standardised supplier content.
RubyPlay said Superbet is among the first operators to launch Firerose-powered titles. The supplier did not disclose game names or specific performance figures, but said early results showed “strong engagement metrics”.
Firerose becomes part of RubyPlay’s multi-studio structure alongside Koala Games, Mad Hat Games, Ruby Studio, and Xslots, which the company said share technology, infrastructure and distribution.
Dima Reiderman , Chief Commercial Officer at RubyPlay, said: ”Firerose represents a deliberate shift in how we think about content creation and partnership. The market is no longer driven solely by volume, but by identity. Operators want experiences that feel native to their brand and help them clearly differentiate in increasingly competitive casino environments.”
Dr. Eyal Loz, CPO at RubyPlay, added: “Firerose was created to put the operator’s voice at the centre of the creative process. Every game starts with their brand, their audience and their story, and our role is to bring that to life through the full weight of RubyPlay’s creative capabilities.
“We’re shaping experiences that players immediately associate with the operator itself. That level of ownership is what allows operators to stand out in increasingly crowded casino environments.”
The post RubyPlay launches Firerose studio for operator-specific casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
-
B2B gaming licence7 days agoWicked Games wins Swedish B2B gaming licence
-
Compliance Updates7 days agoUkraine Launches Online Portal for Gambling Licence Applications
-
Canada7 days agoDraftKings Announces Intent to Launch Online Sportsbook and Casino in Alberta, Canada
-
Balkans6 days agoPasha Hotel & Casino Group and Platinum Casino Launch Pasha Platinum Casino at Grand Hotel Plovdiv in Bulgaria
-
Amusnet7 days agoAmusnet’s Type S27 Slot Cabinets Debut in Ireland
-
Game Development7 days agoNailed It! Games and Lottomart launch co-branded Goal Bonanza slot
-
Adjarabet5 days agoGalaxsys Enters into Strategic Partnership with Adjarabet
-
AGCO5 days agoEndorphina secures AGCO supplier registration in Ontario



