Industry News
Kaizen Gaming Amongst the Top 10 Best Places to Work in Europe
Kaizen Gaming (Stoiximan/Betano) is among the greatest places to work in Europe. The Group is the largest GameTech company in Greece, as well as one of the fastest-growing companies in Europe. According to the latest research conducted by the organisation Great Place to Work, Kaizen Gaming is 9th in its category Best Workplaces TM 2021 – Best Large Workplaces in Europe (500+ employees). Accordingly, in April 2021, Kaizen Gaming was first in the same category, for the Greek list of Best Workplaces 2021.
The European list of Best Workplaces TM 2021 includes the 150 best European companies for 2021. Among those companies, the list includes 25 multinational companies, 25 small-scale companies (10-49 employees), 50 middle-scale companies (50-499 employees), as well as 50 large-scale companies (500+ employees). The European list of the 50 Best Workplaces (500+ employees), was the result of 36 national lists, created by the organisation Great Place to Work (June 2020 – May 2021).
One of the highest scores for Kaizen Gaming (Stoiximan/Betano) was the 97.73% score of its employees who stated that they feel they have equal opportunities to receive special recognition. The company focuses on the Individual, constantly searching for new ways and opportunities of team development. The Group is systematically growing within Greece and Europe with a workforce of 1000 employees in 7 countries.
“We are immensely proud of this distinction, and we would like to thank our people, in Kaizen Gaming for making this recognition possible. Kaizen gaming is among the best places to work in Europe, and we remain faithful to our values in order to constantly evolve along with all ‘Kaizeners’! We continue our path with the same passion and devotion to our goal, to offer our people everything they need in order to grow and progress within a unique work environment,” Alexandra Loi, HR Director at Kaizen Gaming, said.
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 licence6 days agoWicked Games wins Swedish B2B gaming licence
-
Compliance Updates6 days agoUkraine Launches Online Portal for Gambling Licence Applications
-
Canada6 days agoDraftKings Announces Intent to Launch Online Sportsbook and Casino in Alberta, Canada
-
Balkans5 days agoPasha Hotel & Casino Group and Platinum Casino Launch Pasha Platinum Casino at Grand Hotel Plovdiv in Bulgaria
-
Amusnet6 days agoAmusnet’s Type S27 Slot Cabinets Debut in Ireland
-
Game Development6 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



