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Glacial Pace of Change: Web Notifications Coming Soon to Apple Devices?

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Apple’s dragging its feet in response to Anti-Trust Pressure; Bob Lawson, Optimove’s Director of Mobile offering, looks at what that actually means

Operators and mobile app developers love Apple’s App Store. Specifically, those who have a high percentage of their players on iPhones. They love the reach the stores give them to acquire new players.

Operators and mobile app developers dislike Apple’s App Store. They are tired of the hoops they need to jump through to get their app listed. Not to mention Apple’s 13,000-word “guidelines,” which include restrictions for types of apps they will accept, and where, AND the slice that the App Stores take on every dollar spent through the app, kicking a big hole in potential revenue operators can earn from their players.

It’s fair to say operators and mobile app developers alike have a love-hate relationship with the App Stores and Apple in particular.

Recently Apple has come under increasing pressure from Anti-Competition lobbyists to offer other ways for users to utilize their apps on iPhones. But a business with over 745 million software subscribers, grossing over $70bn in direct app revenue a year, isn’t going to give that up easily. Add to this their slowing revenue from hardware sales, and some commentators see Apple increasingly as a software company rather than a vendor of high-end devices. What are we to make of these somewhat conflicting messages? Consider the following:

 

  1. Apple is under pressure from antitrust regulators to show opportunities for companies that don’t, or can’t, have apps in the App Store. The ruling from their very public lawsuit with Epic Games in the US, and the EU ruling in favor of Spotify, also means that Apple needs to show tangible proof that the Apple ecosystem isn’t closed to competition.
  2. Apple is doing everything it can to hold onto its dominant position while appearing to listen to software makers’ concerns. They continue to make only minor tweaks to App Store terms in response to class actions and slowly introduce small, frequent changes. Those Changes make it very difficult for developers to stay on top of what would make Apple block their new app listing.

So how do the recent announcements at the June 22 WWDC event give us a clue to Apple’s response to pressures? First, it continues to show Apple’s strategy for the glacial pace of change.

 

  1. Apple has for years been reluctant, to say the least to allow applications other than approved apps on its store, accessing phone and browser functionality. Push notifications, for example, have been possible on Apple mobile apps since June 17, 2009. Just 11 months after it introduced the App Store in July 2008. They have always seen the Apple Push Notifications service (APNs) as a critical part of the iPhone experience.

And in the meantime, next door, Google has allowed much more extensive options for delivering notifications on Android devices. For example, since 2013, it has been possible to deliver notifications on an Android phone to users who don’t have the mobile app installed but have subscribed for notifications from a mobile responsive website or progressive web app (PWA).

But there’s a big difference here and it is that neither websites nor PWAs are downloaded from the Google Play Store, so they aren’t governed by the submission rules or delivering a revenue cut for the Play Store.

 

  1. Apple’s resistance to following Google’s lead could easily be seen as an attempt to restrict the popularity of Web-Based Applications over mobile apps published through its stores. After all, in the past it did follow Google’s lead when it first introduced notifications to mobile apps published through the Google Play Store.
  2. Apple argues that it’s about maximizing users’ customer experience, but increasingly it has been seen as anti-competitive. It’s strongly suspected that the recent announcement at WWDC 22 to introduce web push notifications to Apple devices is a way to demonstrate that they have no platform bias. They will soon introduce web notifications to browsers running on mobile devices, closing the gap between Mobile Apps and Web Apps.
  3. The technology has been available as a developer test build for months. At their developer conferences, Apple often announces features well into the future to get their community excited about what’s to come. Rarely do they announce something that will be available up to a year later. So why announce now, and why so far in advance?
  4. Antitrust pressure may have led to the announcement this year. And maybe, just maybe, by kicking the can down the road, the heat will come off. They have built it, but will they come? Only time will tell.

 

What does this mean for the industry?

Marketing automation tolls will relish the prospect of allowing more freedom around mobile devices. CRM Marketing Platforms have many customers who don’t, and won’t, have apps in the store for one reason or another. So being able to offer an experience that is on a par with that of a Native Mobile app is a compelling idea. The power of push notifications to re-engage with lapsed players and send reminders to Apple users, as has been possible with Android, is undoubtedly a good thing.

Is Apple ready to truly embrace customer experience across mobile and web applications? It’s anyone’s guess, well anyone not named Tim Cook, anyway. We’ll be watching this space closely over the coming months.

 

Bob Lawson is Director of Mobile Offerings at Optimove. He joined Optimove early in 2022, when it acquired Kumulos, the company he co-founded. Kumulos was a market-leading Mobile and Web Messaging Platform serving a broad range of industries. Bob has spent more than 18 years in technology, particularly Mobile MarTech. He has held commercially facing roles in start-ups, scale-ups, and large enterprise businesses, particularly in Mobile Technology. Before working in the Tech space, he spent 15 years in Financial Services, most recently as Marketing Director of one of Europe’s largest Fund Management Companies.

 

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Play’n GO publishes 2025 Sustainability Report with emissions and governance updates

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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.

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Casino Guru CRC returns $5.3m to players in Q1 2026

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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.

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RubyPlay launches Firerose studio for operator-specific casino games

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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.

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