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European Gaming Q3 Meetup Part I: Mastering the Player Lifecycle

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The European Gaming Q3 Virtual Meetup that took place on 13 September had it all: from Commercial Marketing and the Player Lifecycle, to Employer Marketing, Talent Acquisition and Retention, industry experts from the European iGaming scene provided insights in two informative and honest panels that no professional should miss! Read on and find the link to the Livestream recordings to watch the EGQ3 Meetup on YouTube!

The European Gaming Meetups by Hipther Agency are designed to keep you up-to-date with what is fresh in the European gambling industry.

The meetups feature several panel discussions per region and topics that are joined by key industry experts, CEOs, C-Level Executives, Business Development Managers, and sometimes government officials/regulators.

The European Gaming Q3 Virtual Meetup featured two thought-provoking panels: “Mastering the Player Lifecycle” and “The Importance of Company Culture in iGaming”.

 

Panel 1: “Mastering the Player Lifecycle”

Speakers: Domenico Mazzola, Sales Director at Flows | Thomas Kolbabek, CTO at Golden Whale Productions

Moderated by: Zoltan Tundik, Co-founder and Head of Business at Hipther

Watch the Panel Discussion on YouTube and HiptherTV!

The panelists kicked off the discussion by delving into the fundamentals of mastering the player lifecycle. Domenico Mazzola emphasized the importance of Marketing Campaigns Automation, highlighting the need for real-time data to inform successful marketing strategies. He stressed the significance of A/B testing and underscored the competitive landscape, where companies vie for players’ attention amidst constant distractions from platforms like Netflix and social media. Therefore, data should be harnessed for precise player profiling and segmentation, enabling customized promotional strategies.

Domenico furthered his analysis by pointing out that while leveraging data is ideal, many corporations lack the necessary focus. Startups often cut corners and prioritize rapid acquisitions, while established organizations move slowly, missing out on technological innovations.

Thomas Kolbabek concurred with the data-driven approach and stressed the importance of data collection for effective segmentation, allowing for personalized customer targeting and messaging. He advocated for engaging all players, not just VIPs, to achieve higher retention rates. Real-time data, according to him, is crucial for tracking player activity and tailoring the player experience, incentives, and messaging accordingly.

The panelists also explored psychological triggers and personalized experiences. Thomas discussed player types, their preferences, and the need to identify the reasons behind their behavior for a successful retention strategy. He distinguished between immersive players who appreciate gaming details, such as animations, and money-oriented players who focus on gameplay and winnings. With recorded gameplay data and identified psychological triggers, online casino companies can personalize the player experience by adjusting gaming details and messaging.

Domenico took personalization a step further, emphasizing the importance of creating original, personalized content and offers. He concurred with Thomas on the necessity of having the right system and tools in place for real-time data collection. He acknowledged that many companies face challenges in this area, often stuck with legacy systems that are difficult to update. He stressed the need for companies to recognize the importance of appropriate data tools for the success of acquisition and retention strategies.

 

Regarding case studies of successful retention strategies, both guests refrained from providing specific examples due to privacy concerns. However, Thomas shared a successful “formula”: running test campaigns for incentives, bonuses, and customized messaging, leading to the development of automated machine learning models, resulting in a 75% uplift in retention and a 25% uplift in player activity.

Domenico shared that his experience with B2B and B2C companies has shown that focusing on specific KPIs can significantly accelerate the development cycle, reducing it from months to days.

Both speakers agreed on the value of AI and technological advancements, particularly in graphics resources and highly customized messaging.

In conclusion, Thomas summarized the process of building a successful retention strategy, emphasizing the importance of identifying specific problems, gathering data, and hypothesizing to create machine learning models under a top-down KPI-based approach. Domenico reiterated that data and automation are imperative for retention strategy development, stressing the importance of investing in the right tools for the retention process.

Read more about the second part of this exciting and informative edition of the European Quarterly Meetups, a panel discussion on Company Culture in iGaming!

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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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