Industry News
New Growth Opportunities In Virtual and Augmented Reality | What To Expect in The Future
Virtual and augmented reality is a suite of hardware, service and software components allowing end-users to visualize and experience virtual environment in real-time. Both virtual reality (VR) and augmented reality (AR) are expected to witness strong demand globally largely due to growing application in end-use sectors such as healthcare, education, gaming, media and entertainment, and others. Constant innovation in technology is expected to create demand for new VR and AR solutions in the coming years.
Furthermore, the demand for compact VR and AR hardware devices is expected to create demand for new VR and AR hardware devices. The VR and AR ecosystem players include hardware, service and software vendors. In the coming years, both software and service vendors are expected to play crucial role in expanding the adoption of VR and AR across multiple end-use applications. The revenue of the global VR and AR market stood at US$ 16,806.1 Mn in 2019; this is projected to expand at a CAGR of 86.0% during the forecast period (2019 to 2027) and reach US$ 2,408,749.7 Mn by 2027.
North America was the largest geographical market in terms of revenue in 2019. The presence of a large number of VR and AR players and high consumer demand led by high consumer disposable income is expected to support the demand for VR and AR in North America in the coming years. The U.S. is expected to be a significant contributor to the VR and AR market in North America. Europe is anticipated to contribute significant market share during the forecast period owing to demand from media and entertainment, manufacturing, and gaming sectors over the forecast period.
Due to high economic growth, Asia Pacific is expected to register significant growth for VR and AR solutions in the coming years. Countries such as China and India are expected to witness considerable adoption of VR and AR solutions. Middle East & Africa (MEA), and South American countries are expected to contribute less to the VR and AR market in the coming years as compared to other regions.
The demand for software and service by component segmentation is expected to remain significant in the North American, Asia Pacific and European regions. Media and entertainment, and gaming segments are expected to make major contributions to the growth of the VR and AR market in MEA and South America.
The hardware segment is anticipated to account for a significant market share among all other types of component segments in the VR and AR marketplace throughout the forecast period. The software and service segments under component segmentation are expected to register high CAGR growth as compared to hardware segmentation over the forecast period.
Media and entertainment, gaming, and healthcare segments are expected to contribute considerable market share under different VR and AR end-use applications over the forecast period. The automotive segment is expected to account for the highest growth rate over the forecast period until 2027 among all end-use applications.
ANESAR
ANESAR Holds its 43rd Ordinary General Assembly
Reading Time: 2 minutes
The Spanish Association of Gaming and Recreational Hall Entrepreneurs (ANESAR) has held its 43rd Ordinary General Assembly this Tuesday, November 4, in the Carlos Ferret Salat room of CEOE, in Madrid, where it once again brought together a large representation of members, in a meeting marked by reflection, collaboration and the firm will to continue working with data, arguments and responsibility.
Following the institutional opening by Javier CalderĂłn, Director of Companies and Organisations of CEOE, aspects of mandatory statutory compliance were addressed, such as the approval of minutes, the explanation and approval of accounts and budgets, or the approval of the Annual Report of Activities.
Next, JosĂ© Vall presented the presidentâs report, in which he emphasised that, although political decisions are often difficult to understand, âour duty is to continue providing arguments and evidence to defend the sector with rigor, knowledge, and sound judgment.â In this regard, he stressed the need to anticipate events, prepare information and coordinate common messages that reinforce the image of a sector committed to legality, prevention and responsible gaming.
For his part, Juan Lacarra, technical general secretary of ANESAR, reviewed the main current issues from a regulatory and operational perspective, addressing relevant aspects such as sanctioning procedures, opening hours, biometrics and hiring difficulties.
During the Assembly, the âKey Data and Sector Dynamicsâ were also presented, highlighting that there are currently 3600 gaming arcades (more than 240 have closed in the last four years) and 30,060 slot machines. It was also specified that the average spend per visit is âŹ16, that 85% of people are accompanied by family and friends, and that 60% are men around 30 years old. Regarding employment data, it was explained that the sector supports more than 47,000 jobs, including both direct and indirect workers, making it a significant driver of employment. The ANESAR Training Plan was also emphasised, with 8725 students and 16,539 formal enrollments (data as of October 15, 2025). Furthermore, it was noted that, with a real estate investment of âŹ260 million, gaming arcades represent one of the largest private investments in the leisure sector. A sector that, as was recalled, collects more than 320 million euros in taxes annually, which benefit hundreds of thousands of people, as well as society as a whole.
The Assembly also included the participation of experts in politics and institutional relations, such as Jaime Criado, from the firm ACENTO, who provided insights into the current political situation and its potential impact on the sector. ANESAR Vice Presidents Enric Sanahuja, RaĂșl Rubio and Antonio FornĂ©s also offered their perspectives on current issues affecting the sector. Finally, RamĂłn CubiĂĄn, Director General of Land and Delegate for Gaming Regulation and Management of the Community of Madrid, accompanied by Gracia MartĂn Duarte, Deputy Director of Gaming Management and Regulation, and their team, officially closed the 43rd ANESAR Assembly.
The post ANESAR Holds its 43rd Ordinary General Assembly appeared first on European Gaming Industry News.
CreedRoomz
CreedRoomz Launches New Game Show: Mr. First Live
Reading Time: < 1 minute
Â
CreedRoomz, a leading provider of live casino content, has officially launched its new game show, Mr. First Live. This thrilling, fast-paced bouncing ball game show takes place in a vibrant, adventure-themed studio, blending the excitement of gumball machines with an innovative, endless-runner-style bonus game.
In the main game, players match numbers on up to eight game cards, which are randomly enhanced to one of three types: Normal, Safe or Risk. Players can also choose from three bonus ticket levels Sprint, Trailblaze and Marathon, each offering a different path to the bonus round and a bigger potential win. What truly sets this game apart is its unique bonus round, where players are launched into an exhilarating, interactive adventure, collecting coins to boost their prize with up to a 10,000x multiplier.
This launch is a significant milestone that validates the providerâs strategy to create a new generation of game shows. Mr. First Live is designed to not only captivate players but also serve as a powerful new tool for the partners to drive acquisition and retention in a competitive market.
The post CreedRoomz Launches New Game Show: Mr. First Live appeared first on European Gaming Industry News.
EU gambling policy
Romania Proposes Raising Gambling Age to 21 and Restricting Online Advertising
Reading Time: 2 minutes
Romanian lawmakers have introduced new legislative proposals aimed at tightening gambling access and advertising rules, particularly to protect young people. The bills, submitted by MPs Raluca Turcan (PNL) and Diana Stoica (USR), would raise the minimum legal gambling age from 18 to 21 and restrict online gambling advertising between 06:00 and 24:00.
Under the proposals, individuals under the age of 21 would be prohibited from participating in gambling activities, while gambling ads would be banned across online platforms during daytime hours. The legislation also seeks to outlaw the use of influencers, athletes and public figures in gambling promotions.
Protecting young audiences
âWe have an obligation to protect our children from the threat of gambling,â said USR deputy Diana Stoica, citing studies showing early exposure to slot machines and online betting among Romanian minors. According to Stoica, brain development, particularly in areas linked to impulse control and decision-making, continues until around the age of 21, making younger individuals more vulnerable to gambling addiction.
âOne in four adolescents has played on these so-called âmachines of deathâ before turning 18,â she added, arguing that the legislation is a necessary step to reduce risks.
Aligning with European trends
PNL deputy Raluca Turcan called the proposed age increase a âsimple change with deep effects,â noting that countries including Portugal, Greece and Moldova have adopted similar measures. She highlighted that individuals aged 18 to 21 often face increased financial pressure and impulsivity as they enter adulthood, making them a key target group for gambling marketing.
âBy raising the age threshold, we protect young people during a vulnerable stage,â Turcan stated, referencing international examples where similar policies reportedly reduced early-age indebtedness and problem gambling cases.
Tighter ad rules and warning messages
The draft legislation further proposes:
-
A complete ban on online gambling advertising between 06:00 and 24:00
-
A ban on influencer and public-figure participation in gambling promotions
-
Mandatory visible harm-prevention warnings across digital and physical gambling environments, modeled after tobacco and alcohol regulation
The measures would amend Romaniaâs existing legal framework under Emergency Ordinance 77/2009.
What comes next
The bills will now proceed through the legislative process, including debate and committee review. If adopted, the changes would introduce some of the most restrictive gambling-advertising and access rules in the region.
The initiatives reflect an ongoing trend across Europe, where regulators are increasing focus on consumer protection, youth safeguards, and advertising limitations in the gambling sector.
The post Romania Proposes Raising Gambling Age to 21 and Restricting Online Advertising appeared first on European Gaming Industry News.
-
Denmark6 days agoPeter & Sons Expands Its Danish Presence Through Partnership with Spillehallen
-
Baltics5 days agoDATA.BET Now Powers Esports for Entain NCE Across Baltics & Nordics
-
Latest News5 days agoReels.io Goes Live with Vegangster’s Next-Gen Video Discovery
-
Demi Gods VII Ultra Mode5 days agoSpinomenal presents: Demi Gods VII Ultra Mode
-
Latest News5 days ago7StarsPartners Announces the Door to Dubai Promotion, Featuring a Grand Prize: A Luxury Apartment in Dubai
-
Latest News5 days agoDive for riches in Relax Gaming release Treasure Tumble Dream Drop
-
Limit7 days agoNo Limit Casino 2025: JACKBIT Leads as the No Limit Online Casino for High-Roller Players & 7,000+ Games
-
20 Bulky Fruits Buy Bonus5 days agoAmusnet Introduces Exciting Fruity Adventure â 20 Bulky Fruits Buy Bonus!



