Industry News
The MGA publishes a study to better understand the existing skills gap in the gaming industry for the year 2018
The Malta Gaming Authority (MGA), through its Information & Research Unit, has conducted a survey (second of its kind) among its licensed remote gaming operators in order to obtain a better understanding of the existing skills gap in the gaming industry.
This report highlights the key findings of a survey carried out by the MGA in 2019 (for 2018) and outlines the main elements of similarity and contrast with the results of the previous survey, where relevant.
The following are the key highlights from this survey:
- A total of 730 unfilled positions have been reported by the online gaming companies in Malta as at the end of 2018;
- 68% of unfilled vacancies are primarily at the operational level;
- The majority (69%) of the vacancies remained unfilled for no more than three months;
- Lack of work experience (28%), competition from other firms (27%) and lack of qualifications (21%) are the main reasons for unfilled vacancies;
- According to the survey results, more than one-third of the operators recruit personnel employed by other firms in the sector;
- 35% of firms engage in in-house training activities or mentoring in order to tackle skill shortages;
- The recruitment of workers immediately after the completion of their formal education was reported by 9% of the surveyed firms, confirming the potentially stronger role which could be played by educational institutions;
- Several policy efforts have been made to ensure that training courses are aligned with the industry’s needs. In 2017, the European Gaming Institute of Malta (EGIM) was launched following an agreement signed between the MGA and Malta College of Arts, Science and Technology (MCAST). In 2018, 56 students applied for the iGaming Diploma at MCAST, and an additional 43 enrolled between January and mid-November 2019;
- By mid-November 2019, 58 students enrolled for the Award in iGaming course at the iGaming Academy – a joint collaboration between the MCAST and EGIM;
- In 2019, 21 students were selected and matched with seven companies through the Gaming Malta’s Student Placement Programme, an initiative that aims to reduce the mismatch which exists between the supply and demand for gaming skills in the Maltese labour market; and
- The majority of the surveyed companies expressed their satisfaction with the training offerings in Malta; however, between 15% and 20% of the respondents indicated that more needs to be done with respect to the availability, quality and value for money of the training opportunities in Malta.
The survey which reflects responses received from 238 individual respondents (companies) looks at the size, nature and causes of unfilled vacancies, the recruitment strategies of the respondents, training and development activities as well as the educational offering to the online gaming industry in Malta.
The MGA’s Chief Officer of Finance & Programme Management, responsible for the Information & Research Unit, Peter Spiteri said:
“We are pleased to publish the second paper on the Skill Gap Affecting the Online Gaming Industry with a view to shed light on the current state of play regarding human capital found on the island.
Recent figures published by MGA through its Interim Performance Report indicate that 69% of employees in the online gaming sector are non-Maltese, highlighting the need for expatriate workers to sustain the ever-increasing demand of the industry.
Whilst acknowledging that significant milestones have been achieved through the establishment of the European Gaming Institute of Malta as well as Gaming Malta’s Student Placement Programme initiative, the study indicates that there is significant potential for the local educational system to contribute in addressing the continuous thirst of the industry for a skilled workforce.”
A full copy of the survey can be downloaded from here.
21.com
21.com launches online casino and sportsbook led by ex-BetVictor CEO Michael Carlton
21.com has launched as an online casino and sportsbook, naming industry veteran Michael Carlton as Founder & CEO, the company said on 16 June 2026.
The operator said it is targeting a range of global jurisdictions and plans to differentiate through a “modern technology stack” and “AI-centric operations.” It did not disclose target markets, licensing status, launch territories, or product partners.
Carlton previously served 13 years at EY as a Chartered Accountant before entering gaming in 1997, according to the company. He later spent 17 years as CEO of BetVictor and has since invested in betting and gaming companies.
Carlton said 21.com is being built without legacy platform constraints. “Having started in the gaming industry prior to the launch of the internet and then having the privilege of being involved as the industry evolved and adapted to the opportunities, there is now a further revolution occurring with the power created by embracing AI helping us to move faster and tailor personalised experience to the player.
“One of 21.com’s greatest strengths is that it is being developed for the current market, rather than an after-thought adaptation of an existing one. Many operators have been around for a long time and continue to be defined by legacy platforms and pre-crypto payment customer journeys that existed long before the modern technical tools that exist now became a reality. 21.com has embraced AI to deliver unparalleled customer experiences.
“With a team of industry leading experts with the motivation and ability to achieve our goals but without any legacy systems, 21.com is able to take advantage of new technologies to become a market leader in the gaming industry”.
The company also set aggressive commercial targets. “21.com will be one of the top three operators in every market it operates and in the world within two years,” Carlton said.
The post 21.com launches online casino and sportsbook led by ex-BetVictor CEO Michael Carlton appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Alex Scott Chief Product Officer at Tequity
Tequity appoints Alex Scott as Chief Product Officer
Former Microgaming poker MD and ex-WPT Global president joins as supplier pushes regulated-market expansion and new verticals.
Tequity has appointed Alex Scott as Chief Product Officer, adding a long-time iGaming executive to lead product vision and oversee the product lifecycle from conception to market launch.
Scott has more than 20 years of experience in the sector. He previously served as Managing Director of Poker at Microgaming and later led WPT Global as President.
The hire comes as Tequity expands its product structure, including the recent launch of Tequity Exclusives, a vertical for custom-built games that sits alongside its RGS, Originals and Publishing divisions. The company also said it has completed BMM Testlabs certification for its RNG and the first batch of Tequity Originals titles as it targets regulated markets.
Alex Scott, Chief Product Officer at Tequity, said: “Tequity is pushing the boundaries of what is possible in iGaming by harnessing the power of technology to streamline and elevate game development.
“It is an incredibly exciting time to join the team. I look forward to leading the product vision across our expanding divisions to deliver next-generation casino content to operators worldwide.”
Krzysztof Opałka, CEO at Tequity, said: “We are thrilled to welcome Alex to the team as we continue to move the business forward at pace. His two decades of industry leadership and pioneering, hands-on experience with AI-driven casino games make him the perfect fit to lead our product strategy.
“With our rapid recent progress across all of our divisions, his expertise will be invaluable in maximising the impact of our portfolio.” Scott will attend iGB Live in London next month as part of Tequity’s team.
The post Tequity appoints Alex Scott as Chief Product Officer appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
adtech
Media Troopers adds AI automation tool to Media Cruiser DSP
Media Troopers has added a new artificial intelligence feature to its proprietary media buying platform, Media Cruiser DSP, introducing an automation layer called Automation Rules.
The company said Automation Rules is a rules-based automation engine designed to optimise campaigns using real-time data. Media Troopers said the tool can support actions including setting price ranges, highlighting and pausing underperforming metrics, creating exclusion filters, and adjusting bids without prior manual intervention.
Media Troopers positioned the release as a way to increase output while reducing operational costs, describing the workflow as “a single click” to apply automation.
Shmulik Segal, Chief Executive of Media Troopers, said, “Media Troopers is always looking to improve its systems to ensure that clients have the best technology available to help enhance their campaigns while also saving them time. This new AI feature is sure to be a game-changer among customers when it comes to increasing marketing output by taking on board and managing client data around the clock.”
The post Media Troopers adds AI automation tool to Media Cruiser DSP appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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