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Popular games, VR in esports, top technologies, and prominent markets: Slotegrator presents a report on iGaming trends in 2024

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In the iGaming world, it’s essential to predict industry trends. Each year, Slotegrator, one of the iGaming industry’s leading software and business solution providers for online casino and sportsbook operators, traditionally shares its vision of trends with its audience. This year, Slotegrator released a new report on iGaming trends in 2024 to help gambling operators and B2B service providers strategize for the next year.

 

The new report is based on the company’s survey of online casino operators and gaming content developers, some of whom preferred to stay confidential, and some of whom shared their comments with Slotegrator to create useful material. Among them are Caleta Gaming, Macaw Gaming, SKILROCK, Turbo Games, Amigo Gaming, 3 Oaks Gaming, Gamzix, etc.

 

The report covers all the major iGaming trends of 2024 and predictions about future gambling market developments.

 

To look at them in detail, let’s break them down into several blocks:

  • What games will be popular?

Today’s players (especially younger ones) look for formats with rapid-fire gameplay and interesting mechanics, so game developers will continue to create new crash games and increase the number of these games in their portfolio.

 

According to Slotegrator’s report, there are two key insights:

 

  1. The demand for crash games is growing among players 25-34 years old.
  2. 75% of game developers surveyed either currently offer crash games or are planning to do so in the future.
  • Will the popularity of sports betting rise?
    According to Statista, the online sports betting market is expected to reach $43.55 billion in 2023 and show an annual growth rate of 9.94%, reaching $63.62 billion by 2027. It’s been estimated that 35.4% of people placed a bet at least once a year worldwide.

 

  • VR integration in esports.

VR is increasingly penetrating into all spheres, including esports. The immersive experience that VR creates allows players to become not just spectators but active participants, dropping them right in the middle of the action.

With VR tech making esports more and more exciting, you can safely assume that the esports betting market will continue to grow. The esports betting market revenue is projected to reach $2.1 billion in 2023. The market is estimated to show an annual growth rate of 10.45% and reach $3.2 billion by 2027.

  • What technologies will be on top?

Online casinos continue to use AI to enhance security, personalize player experiences, and promote responsible gaming. AI also provides market insights, SEO improvement, and affiliate traffic analysis. Game and software providers already use AI in their products and solutions.

 

Another one is the blockchain technology trend. It has produced a range of tools and mechanics that are growing in popularity, facilitating operators’ work, and making a huge impact on the iGaming industry. One of the most widespread and commonly used applications of blockchain, cryptocurrency, has become a fixture in the iGaming landscape. A quarter of our clients, online casino operators, say that up to 40%
of their players use cryptocurrency; another quarter says this number reaches 80 to 100%.

 

  • What about the gambling markets with the most potential?

According to Slotegrator’s report, most of the company’s partner providers responded that they already operate in or are planning to expand into Latin America (and its top markets Brazil, Mexico, Colombia, Argentina, Chile, and Peru), Asia (India, Georgia, Turkey), and regulated African markets (like Kenya and Nigeria). 73% of respondents already operate in Latin America or are planning to expand there in the near future. A similar indicator applies to the Asian market.

 

Some additional key findings:

 

  • Responsible gaming is essential for the future of the online gaming industry. Young players are concerned about the quality of their gaming experience. Responsible gaming is more than a buzzword, and developed, regulated jurisdictions are fostering growth in this direction.
  • According to 75% of respondents among Slotegrator partners, adding new types of games helps to attract new players. This process is much quicker in cooperation with gaming content aggregators.
  • Every casino needs an effective bonus policy, which is more of a mainstay than a trend. Bonuses have always been the number one way to acquire and retain players, and this won’t change in 2024.
  • Mobile-first gameplay has gone from trend to standard, and in the near future will only solidify its position on top. Convenient, portable, and affordable, mobile devices are increasingly players’ first choice — and often the only one, in areas where laptops are expensive and broadband unavailable.

 

“This report will be useful for beginning operators doing research before launching their first project, platform operators planning to expand into new markets or add new offers to their established online casinos, B2B service providers working on their business development strategy, and gambling community members who want to stay on top of current trends”, emphasizes Ayvar Gabidullin, business development manager at Slotegrator.

You can download the report on iGaming trends in 2024 here or watch the video review at Slotegrator Academy.

EU Taxes

Malta Prepares For EU Budget Battle To Stave Off Gambling Levy

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Malta’s Prime Minister has said his nation will veto any attempts by the EU to introduce a bloc-wide online gambling levy, threatening to place the industry at the centre of febrile European politics.

Robert Abela has told Malta’s parliament that he would use his nation’s member state veto to block the passage of the next EU budget, if a proposed gambling levy is included.

The budget, formally known as the Multiannual Financial Framework (MFF), lays out how the EU will spend its €2trn budget from 2028 to 2034.

The prospect of adding a continent-wide tax to the budget remains only a proposal, but the idea has heavyweight backing.

Vice-president of the European Parliament Victor Negrescu is spearheading these efforts, arguing that a fast-growing digital industry that generates billions in revenue should be subject to EU-level taxation.

Negrescu says that the levy could generate between €2-4bn every year.

“This industry fully benefits from the EU’s single market, digital infrastructure and crossborder access, but operates under fragmented rules, unequal taxation and insufficient enforcement,” he said.

The online gambling sector might well quibble with the specifics of these claims.

The idea that it “fully benefits” from the EU single market may have been unassailably true in the point-of-supply era, but the subsequent fragmentation of national rules that Negrescu refers to has significantly complicated that picture.

Nevertheless, backing for the levy from a senior European politician has naturally spooked the industry and its primary champion within the EU, Malta.

The levy would be so damaging to Malta’s economic interests that it is willing to use its most powerful EU instrument by executing a veto in the European Council in order to block the budget from being approved.

That would likely plunge the island nation into the centre of a political firestorm, but recent history suggests that smaller EU nations and their allies can successfully disrupt budget negotiations.

During discussions over the 2020 EU budget, Poland and Hungary successfully secured concessions after they both threatened to veto the MFF over rule-of-law requirements.

Malta will also hope to rely on support from the Friends of Cohesion, an informal alliance of 16 nations concerned with regional development, of which it is a part.

Negrescu’s pledge to pair his levy with a “clear EU directive against illegal and unlicensed platforms” is unlikely to satisfy the online gambling industry, despite growing complaints of a rampant black market from a number of quarters.

Malta strikes again

In simple terms, Malta is seeking to protect an industry which accounts for 10 percent of its gross domestic product.

The nation has shown a clear willingness to ignore the EU’s wishes in order to shield the many gaming firms that host their headquarters within its borders.

Most notably, the creation of Bill 55 has successfully protected local companies from having to repay hundreds of millions of euros in player refund settlements.

Ongoing cases before the Court of Justice of the European Union suggest that Europe’s top judges will soon rule against Bill 55, which is now Article 56A of Malta’s gambling act.

The European Commission also launched infringement proceedings against Malta over the provision

Tax troubles.

There are so far no specifics on how the levy would be calculated or what value it would be set at, but beyond Malta an additional levy would also be extremely challenging for operators in European markets already struggling with high tax burdens.

This includes the Netherlands, where a government report released this week has shown that staggered increases to taxes of 37.8 percent of gross gambling revenue (GGR) have failed to deliver any benefit to the country’s budget.

Even a relatively slight increase to this tax rate could send more operators scurrying out the market and see channelisation dive further than its current rate of 55 percent.

Nations like France, where online betting is taxed at 59.3 percent of GGR, or Portugal, with its 8 percent turnover tax on online sports betting, would also feel an impact.

Negotiations over the contents of the EU budget are set to continue for several months, with the approval process expected to be completed in late 2026 or early 2027.

Leaders in the Council of Europe have agreed to come to a preliminary deal on the MFF by October, according to a coordinated statement issued earlier this month.

Malta’s devout opposition to a possible gambling levy is just one of a range of issues under discussion, including a stark divide between nations such as Germany, which favour spending cuts, and the Friends of Cohesion, who want additional cash for agriculture and regional funding.

The post Malta Prepares For EU Budget Battle To Stave Off Gambling Levy appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Ygam joins four UKRI-funded gambling harms research partnerships

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Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.

Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.

The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.

Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”

Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”

The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.

The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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