Industry News
MGM Studios to provide keynote for industry-first hospitality conference at ICE VOX 2020
In response to the industry’s increased investment in hospitality, Robert Marick, EVP of Global Consumer Products & Experiences at MGM Studios, is set to open the first ever Hospitality Technology conference at ICE VOX 2020 (3-4 February, ExCeL London – the precursor to the ICE London exhibition on 4-6 February in the same location). Taking place as part of this year’s comprehensive ICE VOX agenda, which is set to explore the biggest issues in global gaming, Marick’s keynote address will focus on how storytelling and experiential entertainment can reinvent gambling’s relationship with next-gen consumers.
“I’m thrilled to join ICE London’s first ever hospitality conference and look forward to exploring the immense potential that exists for the gaming, hospitality and entertainment industries to collaborate in today’s dynamic marketplace,” Marick explained. “Revenue diversification in Vegas has long been shifting towards non-gaming and hospitality, seeing casino revenue drop as low at 27% in some properties in recent years in favour of other offerings. With this has come a surge of innovation in hospitality, entertainment and a consensus that return-on-experience is what now drives customer retention in Integrated Resorts, with the rest of the US and other jurisdictions following suit.”
In his role at MGM, Marick is responsible for overseeing the expansion of the studio’s licensed merchandise, interactive games, licensed media and advertising and location-based entertainment business for the studio’s current and legacy franchises, which includes The Addams Family, James Bond, Stargate, Vikings and Pink Panther, among many others.
Marick’s ICE VOX presentation, titled ‘Gaming Reinvented: Next Generation Guide to an Entertaining Gaming Experience’, will bring together the drivers for consumers to spend more on their experiences and understand how they now connect with brands through entertainment. Driving the wide-ranging focus of the first Hospitality Technology conference, he will also explore how, when IRs transition from being gambling-centric to entertainment-centric, new audiences and connections will fuel greater customer engagement through utilising brand licenses into new destinations, single attractions, live events, retail, dining and hospitality.
Robert Marick will present the opening Keynote Address on the second day of ICE VOX (3-4 February, 2020).
ESG
Play’n GO publishes 2025 Sustainability Report with emissions and governance updates
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.
complaint resolution
Casino Guru CRC returns $5.3m to players in Q1 2026
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.
branded content
RubyPlay launches Firerose studio for operator-specific casino games
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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