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Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End
The Global Virtual Reality in Gaming Market is expected to be valued at US$ 38,331.5 million by 2027, exhibiting a CAGR of 28.6% during the forecast period of 2020 to 2027, as highlighted in a report published by Coherent Market Insights.
Virtual reality is the use of computer technology to create a simulated environment using computer software and hardware technologies. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience. There are several equipped to these devices that record the movement.
Growing digitization and advancement in technology is expected to boost the global virtual reality in gaming market growth over the forecast period
Over the years, both developed and emerging economies have witnessed massive digitization. This is complemented with advancements in technology, in order to expand the use of virtual reality devices. There are various technological advancements are expected in the near future namely wide field-of-view AR displays, transition from PC-based to standalone mobile VR devices, 5G mobile devices, and more. Such technological advancements enhance the user experience and reduce the latency up to a significant level. Hence, these factors are expected to drive growth of the global virtual reality in gaming market growth over the forecast period.
Launch of novel products can present lucrative growth opportunities for market players
Key players are focused on research and development activities, in order to expand the product portfolio and gain a competitive edge in the market. For instance, in May 2014, Electronic Arts Inc. launched EA Sports NHL 15, the first title in a new generation of hockey games. In August 2013, Nintendo Co. Ltd. introduced a 2DS handheld gaming device. The device enabled the user to play 3DS and all other games with the device. Furthermore, in February 2014, Sony Corporation launched its virtual reality headsets named HMZ- T3Q VR.
Challenges associated with user-friendly VR are expected to hamper the global virtual reality in gaming market growth over the forecast period
Despite its various advantages such as enhanced quality and realistic experience, many VR devices are not user friendly. Some of those devices are complicated to use and require adequate training long before they used for gaming experience. Manufacturers are required to provide a user-friendly device that can be operated by a layman as well. Hence, such factors are expected to hamper the global virtual reality in gaming market growth over the forecast period.
North America Trends
According to Coherent Market Insights’s study among regions, North America is expected to witness significant growth in the global virtual reality in gaming market during the forecast period. This is owing to the large presence of major VR companies across the region. Furthermore, growing investment in cutting-edge technologies is expected to propel the global virtual reality in gaming market growth over the forecast period.
Europe Trends
Europe is expected to register robust growth rate in the global virtual reality in gaming market over the forecast period. This owing to constant digitalization of various industries across the region. Furthermore, high growth of VR market in France is expected to boost the regional market growth over the forecast period.
Global Virtual Reality in Gaming Market – Impact of Coronavirus (Covid-19) Pandemic
The countries such as China and India, are play crucial role in the supply chain of virtual reality in gaming market. In the span of lockdown the supply chain in these countries mainly disturbed. Many industries were forced to close down their manufacturing site or remained operational with limited people working on the shop floor, which lowered the production capacity of factories. Further, demand for non-essential products decreased during the pandemic. This hindered the market growth during the pandemic.
Competitive Section
Key companies operating in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.
Key Developments
Major companies are focused on research and development activities, in order to enhance the market presence. For instance, in May 2020, Oculus VR, a subsidiary of Facebook Inc., announced that it is developing a new Quest VR headset of 90Hz for the smoother gaming experience.
Key market players are involved in collaborations and partnerships, in order to gain a competitive edge in the market. For instance, in December 2017, Sega Corporation collaborated with StarVR to introduce premium VR arcade experience in Japan.
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Compliance Updates
Why licensing will always be about jurisdiction, not harmonisation
This article is an opinion piece by Lee Hills, CEO of leading iGaming regulatory advisory service SolutionsHub.
For years, operators have built cross-border strategies on the assumption that European gambling regulation would gradually move closer together. It made commercial sense to think that way. A single market, a single set of rules, a single compliance framework. Less friction, lower cost, cleaner structure.
Instead, the opposite has happened.
For the past decade, regulation has moved towards greater national control. The jurisdictions that matter most to iGaming operators have each gone their own way, on their own terms and at their own pace. That assumption was not just wrong. For the operators who built strategies around it, it has become commercially dangerous.
The myth of pan-European harmonisation
The European Commission does not have a direct mandate to regulate gambling at a pan-European level. It never has. What it can do is put pressure on the areas around gambling, whether that’s state aid, freedom of services, data protection or financial crime.
But every time a member state has been challenged on its gambling framework, the outcome has been the same. Sovereignty wins.
Germany is the clearest warning sign. Malta-licensed operators once treated EU market access as a question of legal argument and commercial risk appetite. German courts have treated it far more simply. If gambling was offered in Germany without the required German permission, German law applies. The later dispute around Malta’s Bill 55 only sharpened the point. Malta sought to protect its licensed operators from certain foreign judgments. Germany and other member states continued to assert their own consumer protection and public policy rules.
By now, it should be clear enough that gambling regulation is not moving away from national control.
What matters is whether operators have built for that reality, or whether they are still pricing risk as if Europe will eventually fall into line.
What sovereignty actually means in practice
For operators, sovereignty is a commercial reality. It has direct consequences for every operator building across multiple markets.
In recent years, the focus has moved firmly to where the player is, not where the licence sits. The legal tensions surrounding Malta’s Bill 55 have made that principle hard to ignore. But the principle itself is not new. It has been quietly reshaping enforcement, banking relationships and payment processing for years.
For operators, this means one thing above all others. A licence in a well-regarded jurisdiction does not automatically protect you from regulatory exposure in the markets where your players actually are. Governance, compliance, and oversight must follow the player. In practice, that is now the central regulatory reality for any operator building across multiple markets. It cannot stop at the edge of the licensing jurisdiction.
Take an operator running on an offshore licence, taking revenue from a market that expects local authorisation. The first call usually comes from the bank, the payment provider or the platform partner, asking why revenue from that territory should be treated as acceptable. The answer cannot simply be that “we are licensed elsewhere.”
They have to make the case for that specific market. The controls have to hold up there, the local position has to be explainable, and the activity has to be justifiable where the players actually are. That is sovereignty in practice. The player’s jurisdiction is now where much of the commercial and regulatory exposure exists.
The structure that reflects this reality is the hub-and-spoke model. Operators are building this way because regulation is now fragmented market by market. The centre of the structure should be a Tier 1 jurisdiction. This is where governance, risk and strategic decisions are managed. Around that, market-specific licences are held in ring-fenced subsidiaries. Risk is contained within each spoke. Revenue recognised within appropriately licensed entities.
Commercially, it makes sense. More importantly, it reflects how regulation actually works, because every market still needs its own compliance framework.
The licence arbitrage illusion
For a long time, the gap between Tier 1 and Tier 2 licensing was manageable. A lighter-touch jurisdiction offered speed to market, lower cost and operational flexibility. Banks and payment providers asked fewer questions. Counterparties were willing to work with different licences as long as the basics were in place.
That space is shrinking.
Pressure is now coming from all directions. Banks and payment providers are no longer comfortable relying on the licence alone. They are looking at the governance behind it, the compliance culture, the ownership structure and the reputational exposure. Institutional partners are asking harder questions. The licences that were once “good enough” to unlock commercial relationships are increasingly being scrutinised in ways they were not before.
Game studios, platform providers and operators can still launch quickly through a Tier 2 structure, but the friction increases when they try to scale. Larger aggregators, regulated operators, banks and payment partners are now asking more questions about where the business is controlled, where revenue is coming from, who provides oversight, and whether the licence genuinely supports the markets being targeted.
In some cases, the issue is not whether a Tier 2 licence allows the relationship to happen at all. The issue is friction. Onboarding takes longer, the pool of available partners narrows, and extra conditions appear before revenue can move. That is where the commercial pressure is building. A licence may still get a business live, but that does not always mean it gets properly banked, distributed or supported for long-term growth.
Tier 2 licences still have a role to play. What is changing is the assumption that they offer long-term protection. In many cases, the underlying exposure is simply being deferred rather than removed.
What this means for conference season
As the European conference season accelerates through early summer, the industry will gather to discuss growth, technology and market opportunities. Yet behind much of that conversation is a more practical challenge. How do operators build for the long term when the regulatory picture continues to shift from market to market?
The answer lies less in the licence itself and more in the structure behind it.
Stop treating licensing as a badge-shopping exercise. The question is which markets you need durable access to, and what structure will still hold up when banks, payment providers, regulators and institutional partners start asking harder questions. This means building a hub-and-spoke strategy from the outset. A credible hub for governance and oversight, with local spokes added where player location, revenue, regulation or commercial counterparties justify them.
The businesses getting ahead here are not treating licensing as a shortcut exercise. They have recognised that gambling sovereignty lies with individual markets and regulators, and have built accordingly rather than assuming a cross-border structure will solve everything indefinitely.
Price matters, but it should not be driving the decision. What matters more is which structure gives you durable access to the markets you actually want to be in.
The operators who understand sovereignty will be the ones best placed to scale in the markets that matter.
The post Why licensing will always be about jurisdiction, not harmonisation appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
AskGamblers Awards
The 9th AskGamblers Awards Crown the Industry’s Best
Held at Belgrade Waterfront, this year’s AskGamblers Awards combined a Charity Night, a padel tournament and a gala ceremony celebrating the standout brands and professionals of 2025.
The 9th AskGamblers Awards officially concluded on 11 June in Belgrade, Serbia, bringing together leading operators, providers, affiliates and industry professionals from across the iGaming world for two memorable days of celebration, competition and giving back.
From reconnecting with partners at the annual Charity Night to battling it out on the padel court and finally gathering for the prestigious Awards Gala, this year’s event once again highlighted the people, partnerships, and achievements that continue to shape the industry.
The celebrations began on 11 June with the traditional AskGamblers Charity Night, where industry leaders came together in support of a meaningful cause. Thanks to the generosity of AskGamblers’ partners and guests, a total of €137,000 was raised for charity, setting a record and continuing a tradition that has become one of the most important parts of the annual event.
The following day, guests swapped business meetings for friendly competition during the padel tournament. Whether skilled players or complete beginners, participants embraced the challenge with enthusiasm, creating an atmosphere filled with laughter, sportsmanship and plenty of memorable moments.
The festivities culminated on the evening of 11 June at the luxurious St. Regis Hotel in Belgrade, where the winners of the 9th AskGamblers Awards were officially revealed.
Driven by player nominations and votes, the AskGamblers Awards recognise excellence across some of the industry’s most important categories. Nominations and voting that ran on AskGamblers’ website allowed players to support their favourite brands, games and industry professionals.
The winners of the 9th AskGamblers Awards are:
Best Casino – 24Casino
Best New Casino – SafeCasino
Players’ Choice – SafeCasino
Best Manager – Dmitry Pasechnik from iWild
Best Partner – C24
Best Crypto Casino – CasCada Casino
Best New Slot – Backstreet Mayhem
Best Software Provider – Amusenet
AskGamblers Superstar Award – Pragmatic Play
The evening featured live entertainment, exceptional dining and light-hearted acceptance speeches as winners took the stage to celebrate their achievements alongside peers and partners.
Dijana Radunović, General Manager at AskGamblers, said: “The AskGamblers Awards continue to be one of the highlights of our year because they bring together everything we value most – our players, our partners, and our community. Seeing the industry unite not only to celebrate success but also to support charitable causes makes this event truly special.”
“We would like to thank everyone who participated in the nomination and voting process, as well as all our partners and guests who helped make this year’s Charity Night and Awards Gala such a success. Congratulations to all the winners, and we look forward to all the future events.”
The post The 9th AskGamblers Awards Crown the Industry’s Best appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
AB Trav och Galopp
AB Trav och Galopp Appoints Anna Romboli as New CEO
The board of directors of AB Trav och Galopp (ATG) has appointed Anna Romboli as their new CEO. Anna Romboli will take up the position in December 2026.
Anna Romboli most recently came from the role of business area manager for Svenska Spel Tur. She has previously held senior positions at, among others, game developer NetEnt and design and innovation agency Veryday.
“I am very happy and proud to be entrusted with leading ATG. It is a company with a strong history, many committed employees and a special significance for the Swedish horse industry. I look forward to continuing to develop the offering to our 1.4 million customers together with the employees and building on what makes ATG unique,” said Anna Romboli.
ATG is owned by Svensk Travsport and Svensk Galopp and is today the largest gaming company in the Swedish license market. Through its operations, ATG contributes significant funds to Swedish trotting and galloping sports every year, which also strengthens the Swedish horse industry in general.
“Anna has extensive experience in the gaming industry and has shown over many years that she can develop both businesses and people. She is a leader who combines business acumen with great commitment and customer focus. The board is very pleased that she has accepted the assignment as CEO of ATG,” said Peter Norman, Chairman of the Board of ATG.
Jörgen Forsberg will continue as acting CEO of ATG until Anna Romboli takes office in December.
The post AB Trav och Galopp Appoints Anna Romboli as New CEO appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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