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gamescom 2020: ‘A strong signal in challenging times’

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game draws a positive balance after first all-digital gamescom
More than 2 million people worldwide simultaneously view grand kick-off show ‘gamescom: Opening Night Live’
Federal Minister Andreas Scheuer announces start of major games funding programme at gamescom

gamescom 2020 sends a strong signal in challenging times: the world’s biggest games event was successfully implemented in digital form, despite turmoil in the development plans of numerous games studios due to the COVID-19 pandemic as well as a comparatively short planning phase. Millions of players worldwide followed gamescom 2020, which took place in parallel on many digital platforms. The digital concept of gamescom 2020, developed in just a few weeks in collaboration with Koelnmesse and the top gamescom exhibitors, shows the great potential of gamescom for the coming years: many companies participated for the first time this year as official partners; in addition, the fair’s international reach has continued to increase significantly. This is the conclusion drawn by game – the German Games Industry Association, the co-organiser of gamescom.

Jens Kosche, game Executive Board member and Managing Director of Electronic Arts for Germany, Austria and Switzerland, says: ‘Even though the use of games has increased in the last several months, the COVID-19 pandemic is a huge challenge for the international games industry too. Physical events have been cancelled and, in many cases, the development of games also hasn’t continued in the usual manner, with the focus on the safety and health of all involved requiring that thousands of developers work from home. This made it all the more important that gamescom could be held successfully online: it was an anchor in the event calendar and attracted the attention of the community worldwide. I expressly thank all of the partners who, this year especially, have dedicated themselves to the success of gamescom, our most important industry event.’

The special highlight of gamescom 2020 was the show that kicked it off, ‘gamescom: Opening Night Live’. Over two million people viewed the event simultaneously, a fourfold increase from last year’s strong premiere. This makes it one of the top three gaming events worldwide that have taken place online in 2020. The livestreams and events of the approximately 370 official gamescom partners have contributed to its global reach. These included, for example, the ESL One Cologne and the numerous livestreams with influencers from around the world who disseminate the content of gamescom in a wide range of languages. Partnerships with platforms like Twitch and YouTube as well as TikTok and Steam also helped gamescom 2020 reach the community everywhere in the internet.

Felix Falk, Managing Director of game, says: ‘The extraordinary circumstances made gamescom 2020 extremely challenging, yet especially exciting. The digital concept demonstrates how big the international potential of our games event – already the largest in the world – still is. At the same time, however, it has become clear how important the on-site conference, in addition to further digital development, is for the community and the games industry. So, we now have to take our experience from this year and use it to develop the ideal combined on- and offline event for 2021. We’re also especially happy about the political signals that were sent by gamescom 2020. The launch of the major games funding programme announced by Federal Minister of Transport and Digital Infrastructure Andreas Scheuer is historic and marks the start of our race to catch up as a competitive international site for games development. Federal Foreign Minister Heiko Maas’s contribution to the gamescom congress, as well as the Debatt(l)e Royale and the participation of over 200 guests in digital tours, show that, this year too, gamescom remains one of the most important platforms for the exchange between policymakers and the digital generation.’

Further information on gamescom 2020 online participation and international audience can be found here

Next year’s gamescom will be held as a hybrid event in Cologne and on the net from Wednesday, 25 August, to Sunday, 29 August 2021.

About gamescom

gamescom is the world’s largest event for computer and video games, as well as Europe’s largest business platform for the games industry. In 2021, gamescom is planned as a hybrid event to be held on-site and digitally, from Wednesday, 25 August, to Sunday, 29 August. gamescom is jointly organised by Koelnmesse and game – the German Games Industry Association.

game – the German Games Industry Association

We are the association of the German games industry. Our members include developers, publishers and many other games industry actors such as esports event organisers, educational establishments and service providers. As a joint organiser of gamescom, we are responsible for the world’s biggest event for computer and video games. We are an expert partner for media and for political and social institutions, and answer questions relating to market development, games culture and media literacy. Our mission is to make Germany the best games location.

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Caleta Gaming

Caleta Gaming launches Cluster Cup high-volatility football-themed slot

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New 7×7 cluster grid title ships with tumbling wins, progressive multipliers, Super Tricks and a Free Spins feature.

Caleta Gaming has launched Cluster Cup, a new high-volatility slot inspired by football and pitched around major June sporting events. The title is now available to operators worldwide, the supplier said.

Cluster Cup uses a 7×7 cluster grid and a Tumbler Feature, where winning symbols disappear and cascade with new ones until no further wins are formed. Caleta said this is designed to support extended win sequences.

According to the studio, the game runs at an RTP of 93.42% and includes a Progressive Multiplier that increases during gameplay through a “Tumble Timer” mechanic, paying out at the end of each tumbling sequence.

The game also includes “Super Tricks”, triggered when three or more tumbles occur in a single spin, randomly activating one of four features: Wild Shots, Symbols Exchange, Red Cards, or Big Gloves. A Free Spins bonus is available through gameplay or direct purchase.

“With Cluster Cup, we aimed to translate the thrill of football into a slot experience, adding our own touch with an awesome art style and dynamic animations”, said Pedro Vahl, Game Designer at Caleta Gaming. “The combination of tumbling mechanics, evolving multipliers, and the Super Tricks system creates moments of real tension and excitement, just like a match where everything can change in a single play.”

The post Caleta Gaming launches Cluster Cup high-volatility football-themed slot appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Acquisitions/Merger

Waterhouse VC takes 3-year option to buy stake in Spinlab Studio

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Waterhouse VC has secured a 3-year option to acquire an interest in Spinlab Studio, a no-code iGaming platform aimed at helping operators launch and scale online betting and casino businesses without building full infrastructure.

Spinlab Studio positions its product as a full-stack platform that streamlines integrations across payments, games, compliance and backend systems. The company says the platform is built to support operators targeting regulated markets, with compliance, payments and responsible gambling tools included in the core product.

Tom Waterhouse, Chief Investment Officer of Waterhouse VC said “Spinlab Studio is one of the fastest-moving platforms we’ve seen in this space, with strong early demand from operators. They are addressing a key operational challenge – helping operators bring products to market more efficiently and quickly without the usual complexity”.

Leon Lanen, Co-Founder of Spinlab Studio said “Launching an igaming operation is still too complex and expensive. Spinlab Studio removes that friction so operators can get to market quickly and focus on building their business. We aim to do for the igaming industry what Shopify did to e-commerce”.

Spinlab Studio said it launched in January 2026 and has onboarded around 30 operators. It offers a free trial and pricing that starts from approximately US$1299 per month, with tiered plans that scale with operator activity. The company also said it recently closed an oversubscribed seed round backed by founders and early investors of “one of Europe’s leading listed igaming technology companies”, with proceeds allocated to sales expansion and platform development.

The post Waterhouse VC takes 3-year option to buy stake in Spinlab Studio appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Conferences

Gaming in Holland Conference publishes initial agenda for June 4 in Amsterdam

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Gaming in Holland has published the initial agenda for the Gaming in Holland Conference, set for Thursday, June 4 at the KIT Royal Tropical Institute in Amsterdam.

The preliminary programme includes a keynote on “Market developments & regulatory responses” from Ella Seijsener, Director Licensing & Supervision at the Netherlands Gambling Authority (KSA). Two boardroom sessions are confirmed with Arjan Blok, CEO of Nederlandse Loterij, and Petra de Ruiter, CEO of Holland Casino.

Other listed sessions include “The challenge of the black market: Towards a European response” with Pascal Chaffard, Chief Online Betting and Gaming Officer at FDJ United; “The Dutch gambling market in numbers” with Josh Hodgson, COO at H2 Gambling Capital; and “Player protection in the Dutch market” with Floor van Bakkum, Team Manager Player Protection at the KSA.

A panel titled “#ReclaimTheMarket: Will players go along?” will feature Dr. Andreas Ditsche (iGaming.com) and Richard Dennys (Mr. Gamble), moderated by Martin van Geest (Meneer Casino). Additional agenda items include a session on comparing onshore and offshore game popularity (Jeffrey Haas, Blask Business Intelligence) and one on KSA reliability assessments covering licensing and M&A approval (Frank Tolboom, Franssen Tolboom Advocaten).

Gaming in Holland founder Willem van Oort said: “While the annual Gaming in Holland Conference has always been THE place to get the latest news and updates on the Dutch gambling market, this year we are tackling one of the major issues facing licensed operators in regulated markets: How do we reclaim lost market share from increasingly aggressive illegal competitors? Obviously, there are no simple solutions, but that doesn’t mean that stakeholders in the regulated market are powerless. As all key decision makers and stakeholders in the regulated Dutch gambling market will be present in Amsterdam, I am certain that we can get a fruitful discussion started.”

The post Gaming in Holland Conference publishes initial agenda for June 4 in Amsterdam appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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