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Soft2Bet’s gamification features combine innovation with modern technology

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Gamification is more than a “nice-to-have”, it drives substantial revenues and enables iGaming companies to keep up with technological advances, says Yoel Zuckerberg, Chief Product Officer at Soft2Bet.

Gamification is often mentioned as a feature that suppliers and operators should add to their product portfolio, rarely as a key component of their growth strategy that can drive substantial revenues to their bottom line.

Reasons behind this mode of thinking include:

  • tech development and integration projects can be costly and time-consuming,
  • companies may view their products and the revenues they generate as satisfactory, and
  • not feel the need to call on their tech resources to implement these features.

At Soft2Bet gamification has been a priority from day one. We call it Motivational Engineering: this focus on engineering is not accidental – technology is one of the main drivers of iGaming growth and we ensure we harness its power for the benefit of our partners.

In addition, a strong argument can be made that the industry’s legacy platforms and lack of innovation are causing it to fall behind other mainstream online sectors.

Proof by numbers

So how does Soft2Bet’s Motivational Engineering benefit our operators?

Our Betinia brand operates in Denmark and Sweden, two of Europe’s most respected iGaming markets that demand strong legal and regulatory compliance from their stakeholders.

In the past 12 months, Betinia recorded a 65% increase in gross gaming revenues (GGR) when compared to non-gamified brands.

  • The adoption rate of the features was 60%, showing strong topline engagement from players.
  • On a more granular level, nearly half of the players who engaged with the features deposited larger amounts and deposit frequency was 30% higher.
  • Players’ lifetime values were also up: average revenue per user (ARPU) was up 70% for 50% of those who engaged with the gamification features and the GGR they generated increased by more than 60% compared to non-participants.

Full integration

One of the reasons our Motivational Engineering technology is successful is because it is fully integrated throughout our Player Account Management system and delivers a comprehensive gamification solution that produces impressive GGR, LTV and ARPU returns for our partners.

This performance is the result of this seamless integration with our in-house platform, which includes our robust back office, dedicated games studio, payment gateway, and solutions tailored for both retail and online environments.

Changing mindsets for the digital age

We often hear that many operators and suppliers, including many of the best-known brands in our sector, rely on tech that is outdated and not up to the requirements of the new digital age.

This means there is a great deal of legacy technology operating in the industry and this materially impacts its ability to deliver the cutting edge solutions that directly impact your bottom line as an operator. So as an iGaming supplier to operators worldwide, how does Soft2Bet address these issues?

  • Transformational: Soft2Bet turns challenges into opportunities through tech innovation. Our platform is based on agile and modular microservices such as a payment gateway, bonus engine, GSP gateway, enhanced affiliation and marketing tools, CRM tools, and, as a key advantage that is unique to Soft2Bet, our proprietary Motivational Engineering gamification engine, which greatly enhances gameplay and boosts revenues.
  • Changing a conservative mindset: As an industry, online gambling is actually very conservative and many operators, suppliers, startups or consultants often make the point that this mindset needs to change.
  • Outdated platforms: Many of the platforms’ frameworks are outdated, non-scalable or have serious tech issues such as being monolithic, full of old templates, manual bonusing tools or an inability to integrate new features quickly.
  • Keeping up with trends: Technology plays such a key role in our sector that we must keep up with B2B and B2C trends, such as new channels, gameplay niches and combining mobile casual gaming with real money gaming.
  • Rewarding journey: In many ways, gamification is an ongoing journey. It includes implementing a tech revolution that harnesses the capabilities of microservices, AI, web3, casual gaming or new channels. It can take time and resources to complete, but the rewards are significant.

Motivational Engineering in practice

The Soft2Bet products that feature our gamification tools include Bonus Crab, a real time claw machine with toy prizes that can be converted into bonuses and Betinia Stadiums, a highly localized gamification engine that links engaging sports with stadium building in different virtual cities.

City Builder type of game, our top solution, combines a Roman city builder with an online casino experience, while our latest feature BattleSlot is a next-level gamification engine that combines online slots with a card game and enables players to capture new territories by winning slots battles and receive bonuses for each win.

Compliance Updates

EGBA Welcomes Approval of European Standard on Markers of Harm

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The European Gaming and Betting Association (EGBA) has welcomed the positive outcome of the vote on the draft European standard on markers of harm in the European Committee for Standardisation (CEN). An overwhelming majority of national standardisation bodies voted in favour of the standard, representing a significant milestone for player protection in Europe.

“The positive outcome of this vote is a real testament to the power of collaboration across our sector,” said Maarten Haijer, Secretary General of EGBA. “When EGBA first proposed this initiative to CEN, we envisioned creating a commonly agreed standard that would benefit players across Europe. We’re delighted with the support the standard has received, and I want to personally thank all the stakeholders who participated in this process. The result shows what happens when we work together to strengthen player protection.”

“After years of driving this project, through its conception and development, seeing the overwhelming support it has received is incredibly rewarding. This will be the first commonly agreed European standard for identifying risky gambling behaviours and it will offer an essential building block for effective harm prevention in Europe. The cooperation to develop the standard was extremely valuable, bringing together diverse expertise from across the continent,” said Vasiliki Panousi, Senior Manager of EU Affairs at EGBA.

The voting process closed on 25 September. While the outcome of the vote is a significant milestone, the standard must now go through the formal CEN finalisation process before it will be published. This process can take several months, and includes language translations and other procedural requirements. The finalisation process is expected to be complete by early 2026.

The post EGBA Welcomes Approval of European Standard on Markers of Harm appeared first on European Gaming Industry News.

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Andrew Rhodes

UKGC Publishes Second Annual Report from Gambling Survey for Great Britain

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The UK Gambling Commission (UKGC) has published the second annual report from the Gambling Survey for Great Britain (GSGB), the world’s largest dedicated study of gambling participation, behaviours and consequences.

Produced by National Centre for Social Research and University of Glasgow the survey has undergone independent review and complements the Commission’s wider exploration of gambling in Britain through a range of research and data.

Key findings in this year’s report include:

• overall, 48% of adults aged 18+ in Great Britain have gambled in the last 4 weeks, decreasing to 28% when those who had only bought tickets for a lottery draw were excluded

• 42% of adults who gambled in the past 12 months rated the last time they gambled positively, compared to 21% who rated it negatively. For the chance of winning big money was the main reason why people gamble (85%) followed by because gambling is fun (72%)

• in 2024, 2.7% of adults aged 18+ in Great Britain scored 8+ on the Problem Gambling Severity Index (PGSI), which is statistically stable compared to 2023.

Recent research published by Professor Patrick Sturgis to further understand the impact of methodology on survey estimates has strengthened confidence in the robustness of GSGB estimates.

The large survey sample size – 19,714 respondents – has enabled the Commission to publish two supplementary reports into risk profiles among people who gamble on a weekly basis and the potential negative consequences of gambling.

The first report highlights the risk profiles among people who gamble on a weekly basis. These findings show that levels of risk vary not only between gambling products, but also within product categories themselves – underlining the need for operators to take account of risks within their customer bases.

The second report broadens understanding of the potential negative consequences of gambling. The findings reinforce evidence from earlier qualitative research indicating gambling can simultaneously impact multiple aspects of a person’s life such as their relationships with others and their health.

The new release complement other research published by the Commission over the last year including:

• four quarterly publications tracking participation in gambling

• a deep dive report written by the University of Glasgow to investigate the relationship between reasons for gambling and different gambling activities

• a deep dive report written by the University of Glasgow to explore the relationship between gambling activities and PGSI scores

• findings of new research exploring people’s experiences of gambling consequences

• its response to Office for Statistics Regulation (OSR) review of the GSGB

• experimental research findings on why different gambling surveys produce different estimates.

Andrew Rhodes, Chief Executive of the Gambling Commission, said: “The Gambling Survey for Great Britain is a key building block of the evidence base which helps government, industry and other partners understand both gambling behaviour and potential consequences from gambling.

“This year’s findings deepen our understanding of consequences from gambling and provide crucial insight into risk profiles among those who gamble most frequently. We strongly encourage operators to use this evidence to consider the risks within their own customer bases.

“Data and research, such as GSGB, is essential to helping us identify where our regulatory focus should be and informs our ongoing work to implement player protection recommendations from the Gambling Act Review White Paper.

“We have already introduced light-touch financial vulnerability checks on those spending £150 a month, reduced the intensity of all online games by banning autoplay and slowing game speed, and tightened age verification in premises.

“We’ve also banned potentially harmful marketing offers involving consumers having to carry out two or more types of gambling, such as betting and playing slots, and limited the number of times bonus funds must be re-staked before a consumer can withdraw winnings.”

He continued: “From the end of this month [31 October] our new rules will give consumer controls over deposit limits and all gambling businesses must prompt their customers to set a financial limit before they make their first deposit.”

“In the land-based sector, we are also considering time and monetary limit setting functionality and safer gambling messaging on machines.

“In addition, we have been piloting enhanced frictionless financial risk assessments for those spending £1,000 within 24 hours or £2,000 within 90 days. We are currently analysing the data gathered during the pilot examining data-sharing between credit reference agencies and gambling businesses.”

The post UKGC Publishes Second Annual Report from Gambling Survey for Great Britain appeared first on European Gaming Industry News.

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Amusnet

Amusnet Announces Strategic Partnership with Mr Bit

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Amusnet, a leading global gaming content provider, has announced a new partnership with Mr Bit, a dynamic online casino brand. This collaboration marks Amusnet’s strategic entry into the newly regulated market of Bosnia and Herzegovina, bringing its portfolio of popular games to Mr Bit’s platform.

“Entering the Bosnian and Herzegovinian market with a strong partner like Mr Bit is a significant step in our European expansion strategy. We are confident that our diverse portfolio of high-quality slots will resonate with Mr Bit’s dynamic player base and contribute to our mutual success in this exciting new market,” said Dimitar Nacev, Sales Specialist at Amusnet.

The new partnership will see a wide selection of Amusnet’s top-performing titles go live on the mrbit.ba website, which offers a vibrant, user-friendly experience. Players in Bosnia and Herzegovina will now have access to various engaging games, including favourites such as 40 Power Hot Dice, 10 Power Hot, Bulky Fruits, 100 Bulky Fruits and Extra Crown.

“Mr Bit officially enters the market of Bosnia and Herzegovina, bringing a fresh perspective on online entertainment. Our mission is to offer the local audience a licensed casino with a dynamic design, a huge selection of slots, and sports/esports betting. We’ve created a user-friendly platform available in both Bosnian and English, and we are ready to become a part of the gaming community of Bosnia and Herzegovina. Our strategy is built on strong local engagement and responsible gaming practices, ensuring a safe and fair experience for everyone,” said Maja Kečkeš, Head of Marketing for BiH at Mr Bit Casino.

The post Amusnet Announces Strategic Partnership with Mr Bit appeared first on European Gaming Industry News.

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