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LeoVegas carries out strategic measures in the UK and related cost initiatives

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LeoVegas is carrying out strategic changes coupled to the UK market and the Group’s organisation. During the first quarter the brands Rocket X provide managed services for will be migrated to the Group’s own technical platform, while the Royal Panda brand will leave the UK to instead focus on fast-growing markets in Europe and the Rest of the world. This will result in a more focused and efficient operation that fully uses economies of scale in technology, product and organisation. As a result of the company’s efficiency improvement work, a planned relocation to new offices in Malta is being called off. These various initiatives will lead to annual cost savings of approximately EUR 3.7 m. One-off restructuring costs of EUR 6.1 m will be charged against operating profit for the fourth quarter. LeoVegas is also recognising an impairment loss of approximately EUR 10 m on its investment in Royal Panda.

The UK market for online gaming has changed dramatically in recent years, such as with respect to stricter demands on compliance and higher gambling taxes. At the same time, since the trade and assets of IPS (Rocket X managed brands) and Royal Panda, LeoVegas has conducted its operations in the UK on three separate technical platforms and with three slightly separate organisations, which has resulted in internal complexity. As a result, in 2019 the marketing organisations for LeoVegas UK and Rocket X were integrated into a single unit. The Group is now taking the next step by migrating the Rocket X managed brand portfolio from a third-party solution to the Group’s own multibrand platform Rhino, where all technology is owned and run by LeoVegas. Parallel with this, Royal Panda is leaving the UK market, which entails that all operations coupled to the UK going forward will be driven on the same technical platform and with a joint organisation for technology, products, customer service, marketing and compliance.

The strategic initiatives were begun during the fourth quarter of 2019 and are expected to be largely completed during the first quarter of this year. The measures are expected to generate cost synergies in areas such as marketing, products, payments and customer service, and will result in reduced complexity in compliance. The annual savings relating to the UK are estimated to be approximately EUR 2.0 m after the migration has been completed and consist mainly of lower platform and product costs and a more efficient organisation.

During the fourth quarter Royal Panda had sales of approximately EUR 1.1 m in the UK with negative profitability and is not expected to generate significant revenue during the first quarter of 2020. Revenue for the remaining operations in the UK, consisting of 13 brands including LeoVegas, 21.co.uk and BetUK, grew 15% during the fourth quarter over the third quarter and showed good profitability.

LeoVegas’ focus on efficiency and cost control during the past year, including the now-communicated measures in the UK, have contributed to a much more optimised organisation with improved processes. The number of full-time equivalent employees in the Group has decreased from just under 900 to around 800 during the past year. The Group has therefore decided to cancel its contract for new, larger premises in Malta in 2021 and will instead stay in its existing facilities during the coming five-year period. The annual cost savings compared with the previously planned move will amount to EUR 1.7 m per year.

The initiatives will give rise to total restructuring costs of EUR 6.1 m, which will be charged against operating profit (EBIT) for the fourth quarter. The costs are mainly related to early cancellations of third-party agreements on platforms and products, penalties for cancellation of the new lease in Malta, discontinuation costs for Royal Panda’s operations in the UK, and impairment of LeoVegas Gaming’s intangible assets coupled to Rocket X’s previous technological development. In addition to this, LeoVegas is recognising an impairment loss of approximately EUR 10 m for its investment in Royal Panda. All of the cited costs will be reported as items affecting comparability in the fourth quarter interim report. The operating profit in the fourth quarter will also include a capital gain of EUR 11.4 m from the previously communicated sale of the subsidiary Authentic Gaming, which will also be reported under items affecting comparability.

“The strategic initiatives we are now carrying out will create optimal conditions to be successful in the large, but at the same time complex, UK market,” comments Gustaf Hagman, Group CEO. “The consolidation of brands into one and the same platform will contribute to large economies of scale in the Group – both by allowing us to fully utilise our multibrand technology and through a more efficient organisation. Already during the second half of last year, the LeoVegas and Rocket X managed brands in the UK began to perform favourably, and the new structure gives us a good starting point to increase both growth and profitability in the UK market during 2020. At the same time, Royal Panda – which has struggled with weak performance in the UK but has performed well in other markets – can now focus fully on growth outside of the UK and also launch the brand in a couple of new markets in and outside of Europe.”

LeoVegas will publish its interim report for the fourth quarter of 2019 at 8 a.m. CET on 14 February.

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LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential

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New research from LoopMe, the global leader in brand performance, reveals that consumers are twice as likely to use GenAI for search (x2 in the US and x2.2 in the UK), while it’s nearly three times in Australia (x2.7).

As AI redefines online behaviour, and the enormous implications this has for brand visibility and advertising, the solution may lie in mobile gaming. While the adoption of AI tools is leading to a decline in clicks and associated site traffic, the story is different in gaming. This channel is on the rise, offering a scale that encompasses all demographics, alongside engaged and receptive audiences.

LoopMe surveyed 66,819 consumers across Australia, the United Kingdom, and the United States to gauge GenAI usage. The data shows the majority are now using these tools daily or at least several times a week (US: 56%, UK: 55%, Australia: 57%). For those using tools daily, similar patterns emerge, with approximately three in ten adopters falling into this group (Australia: 27%, UK: 29%, US: 30%).

Nearly one-fifth of GenAI users across all three markets report spending less time browsing the web because of AI tools (US: 19%, UK: 20%, and Australia: 22%). Even among infrequent GenAI users, there’s a move away from traditional search, resulting in web browsing falling by 19%-50% across the markets. This shift isn’t limited to specific demographics but plays out across all age groups, indicating a move towards embracing AI and a corresponding reduction in browsing time to varying degrees.

Nearly a third of users (28% in the US and 30% in Australia and the UK) across all three countries cite ‘getting answers faster’ as the number one benefit of GenAI. This reduction in browsing time online is freeing them up for other pursuits. And one of these appears to be more time for gaming: In Australia, 18% cited that they are spending more time on mobile gaming, while in the US, it’s 19% and rising to 21% in the UK.

Again, this is a trend across all age groups and markets. While the greatest shift in the UK is seen among 18-24-year-olds, with 62% spending more time on mobile gaming rather than less, in the US it’s the 25-34-year-olds (40%). Meanwhile, for Australians, it’s the 35-44-year-old demographic (58%). However, growth is being experienced across all age bands, with all three countries seeing strong mobile gaming growth even among the 55–64-year-olds.

This growth can also be seen among infrequent GenAI users too. In the US, there is a 40% net difference between those casual GenAI users who spend more time gaming and those who spend less, rising to 55% in Australia and 71% in the UK.

When asked about streaming games, there is more preference among younger age groups. While there are country variations, the 18-24 and 25-34-year-old age groups are the heaviest users of streaming games, and these groups will likely drive its future potential.

“What the research highlights is the advertising opportunities opening for brands as gaming becomes a key route to market. This is a medium that’s being embraced by all age groups and all demographics. And it’s increasing among frequent AI users as well as more casual ones, offering brands the potential to get in front of audiences that other channels might not serve well,” commented Stephen Upstone, CEO & Founder at LoopMe.

“We’ve found that gamers are more than three times as likely to be receptive to advertising in this environment compared to the mobile web. And because audience value and the opportunities gaming offers are out of alignment with current advertising investment in the channel, this lack of competition only adds to its attractiveness. As digital advertising adjusts to this era of AI, mobile gaming is shedding its bit player role and moving centre stage, delivering scale and reach that competes with traditional broadcast channels.“

The post LoopMe research: Increasing GenAI adoption paves the way for an explosion in mobile gaming ad potential appeared first on Gaming and Gambling Industry Newsroom.

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Fernando Di Carlo CEO of Yellow Elephant Studios

SCCG Announces Strategic Partnership with Yellow Elephant Studios to Expand Multi-Channel Gaming Content Worldwide

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SCCG Management, a global leader in advisory, business development, and strategic partnerships for the gaming industry, announced a strategic global distribution partnership with Yellow Elephant Studios (YES), a rising force in casino, charitable gaming, and iGaming content development.

The partnership brings together SCCG’s expansive global operator network with YES’s rapidly growing portfolio of high-performance digital and land-based gaming content. Known for blending classic casino experiences with modern creative design, YES is redefining player engagement through advanced math models, cutting-edge visual design, and player-centric mechanics engineered for regulated casino markets, charitable gaming systems, and iGaming platforms.

A Studio Built for the Next Generation of Gaming

Yellow Elephant Studios is quickly emerging as one of the most innovative content developers in the sector. Their roadmap spans slot-style experiences, interactive entertainment systems, charitable gaming content, and hybrid formats designed for both digital and physical environments. With deep experience across regulated gaming markets, YES creates content that resonates with diverse player demographics while delivering strong performance for operators.

“Our mission is simple: create unforgettable gaming experiences by fusing imagination, technology, and precision,” said Fernando Di Carlo, CEO of Yellow Elephant Studios. “As the industry evolves, players expect more—more interaction, more personality, more ways to win. We’re building the next generation of games for that audience, and SCCG’s global footprint will help us scale that vision faster than ever.”

Accelerated Global Reach Through SCCG’s Network

By leveraging SCCG’s network of more than 120 partners — including tribal casinos, charitable gaming operators, digital platforms, iGaming operators, and emerging interactive entertainment brands — the partnership will accelerate the reach and market penetration of YES content across the most influential global gaming ecosystems.

“Yellow Elephant Studios brings a powerful creative and technical engine to the global gaming market,” said Stephen Crystal, Founder & CEO of SCCG Management. “Their ability to innovate across casino, charitable gaming, and iGaming channels makes them a standout studio ready for scale. SCCG is excited to connect them with operators seeking modern, high-engagement content that delivers real performance across both digital and land-based ecosystems.”

The post SCCG Announces Strategic Partnership with Yellow Elephant Studios to Expand Multi-Channel Gaming Content Worldwide appeared first on Gaming and Gambling Industry Newsroom.

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Con Raso CEO of Tuned Global

Realize Music: Sing Launches on Meta Quest With Broad Catalog From Universal, Warner, Sony and Beggars, Delivered by Tuned Global’s Music Technology

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Groundbreaking singing game for wellness and creativity expands beyond VR with a PC Gaming release planned for 2026, with the support of Tuned Global’s backend music platform enabling scalable catalogue delivery and lyric integration.

 Realize Music, in collaboration with leading music and media technology platform Tuned Global, announces the launch of Realize Music: Sing, now available on the Meta Quest Store. Co-founded by veteran publisher Mike Wilson, best known as the co-founder of Devolver Digital and Gathering of Developers, the company is positioning Sing as Wilson’s final major venture in the gaming industry; a project that bridges music, wellness, and play across both VR and traditional platforms. Known for championing creativity and emotional depth in gaming, Wilson’s work has consistently challenged the boundaries of what interactive experiences can express.

To support this vision, Realize Music recently selected Tuned Global to power the music backend that enables Sing’s extensive licensed catalogue across platforms.

Launching first on Meta Quest, with plans to expand to additional platforms later in 2026, Sing marks one of the largest music collaborations ever seen in gaming. At release, the app features over one million of the most iconic popular songs officially licensed from Universal Music Group, Warner Music Group, Sony Music Entertainment and Beggars Group, covering an unparalleled range of genres and decades, with new songs to be added regularly. It transforms singing into a hands-on, interactive experience where players can explore, express, and unwind through sound.

Announcing the launch on Meta Quest, Realize Music: Sing also marks the start of its next phase. A Steam PC gaming version and additional platforms are planned for 2026, expanding Sing beyond virtual reality and into new spaces for interactive music and wellness.

“We’ve always believed that games can help people feel better, not just entertained,” said Meta Quest, Realize Music: Sing Co-Founder, Mike Wilson. “Sing is about rediscovering joy without judgment or pressure, through the simple act of raising your own voice and watching the world respond. It’s the kind of project I’ve always hoped to finish my career on, and I hope it inspires other creators to focus their energies on beneficial media.”

“Realize Music: Sing is a breakthrough moment for music-driven wellbeing,” said Con Raso, CEO of Tuned Global. “We’re proud to support the Realize Music team with innovative music technology that empowers their vision and brings it to life in such an exciting way. From licensed catalogue delivery to lyrics and reporting, Sing shows what becomes possible when creativity, wellness, and responsible music innovation come together.”

Players can preview songs for free, purchase individual tracks or albums à la carte, or subscribe for unlimited access. Subscriptions launch at an introductory price of $9.99 per month for the first two months, before moving to $14.99 per month or $119.99 per year.

Realize Music: Sing is available now on the Meta Quest Store.

The post Realize Music: Sing Launches on Meta Quest With Broad Catalog From Universal, Warner, Sony and Beggars, Delivered by Tuned Global’s Music Technology appeared first on Gaming and Gambling Industry Newsroom.

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