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The MGA publishes a study to better understand the existing skills gap in the gaming industry for the year 2018

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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:

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“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.

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IGT Achieves Improved ESG Score from FTSE Russell

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International Game Technology PLC announced that it has achieved an environmental, social and governance (ESG) Score of 4.3 out of 5.0 from FTSE Russell, positioning IGT in the 97th percentile within the Travel and Leisure sector of FTSE Russell’s ESG Scores. This was an improvement from IGT’s previous ESG Score of 4.2 out of 5.0 in 2023, demonstrating its ongoing commitment to enhancing ESG performance.

“As a company committed to continually elevating our sustainability practices and leadership, IGT is proud to once again achieve an improved ESG score from FTSE Russell. Through our global Sustainable Play program, we execute sustainable practices and policies throughout our company and this improved score validates our ongoing efforts,” Wendy Montgomery, SVP of Marketing, Communications and Sustainability at IGT, said.

FTSE Russell’s ESG Scores and data model allows investors to understand a company’s exposure to, and management of, ESG issues in multiple dimensions. The ESG Scores are comprises an overall rating that breaks down into underlying pillar and theme exposures. Scores built on over 300 individual indicator assessments are applied to each company’s unique circumstances. The ESG Scores align with the UN Sustainable Development Goals (SDGs), all of which are reflected in FTSE Russell’s ESG framework.

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Super Group Appoints Merrick Wolman to its Board of Directors

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Super Group has appointed Merrick Wolman to its Board of Directors, effective from February 18, 2025.

Mr. Wolman is the Chief Executive Officer of a global finance company and has worked closely with the Super Group executive team for over two decades.

Neal Menashe, Chief Executive Officer of Super Group, said: “We are very pleased to welcome Merrick to the board. His deep understanding of the gaming industry, alongside his wide range of experience in executive roles, will be of great value as we continue to pursue our global growth strategy and build on our successes to date.”

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This appointment brings the total directors on Super Group’s board to nine, including five independent directors.

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Kindred Reports Decline in Revenue from High-risk Players for Q4 2024

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Kindred Group has reported decline in its share of revenue from high-risk players for the fourth quarter 2024 at 2.7% (Q3 2024 3.2%). The percentage of detected customers who exhibited improved behaviour after interventions showed an improvement at 92.2% (compared to 87.3% in Q3 2024). This positive trend is mainly the result of stricter measures across key markets, improved internal processes, as well as the exit from non-locally licensed markets as part of to the acquisition by La Française des Jeux (FDJ) in October 2024. This shift reflects Kindred’s broader commitment to maintaining high regulatory standards and fostering safer gambling practices.

“It is pleasing to see the decline in high-risk revenue during the fourth quarter of last year. We know that the share fluctuates between quarters, but the long-term trend is showing a steady decline. We remain dedicated and focused on improving our systems and processes to ensure we offer our customers a safe and fun experience,” Esther Scheepers, Head of Responsible Gambling at Kindred Group, said.

“The increased focus on responsible gambling by regulators and the industry is welcomed. From our end, we see that by combining our expertise with emerging technologies, we can further enhance detection capabilities. We are currently working on our existing detection system in combination with an additional system that will enable us to integrate more robust compliance features and optimize our overall approach to safer gambling. Furthermore, we are exploring opportunities to expand our research efforts, aiming to support data-driven discussions and looking at emerging trends in consumer protection. All these aspects are important to protect the integrity of the licence model and maintain a level playing field,” Esther Scheepers added.

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