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Catena Media ’s Year-end report 2020

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Strong start in January 2021 with year-on-year revenue growth of 58 percent and like-for-like organic revenue growth of 61 percent.

October – December 2020 (compared with October – December 2019)

Operating revenue amounted to EUR 26.6m (26.6) resulting in an increase of 0.3 percent.
Organic search revenue amounted to EUR 23.7m (23.3) resulting in an increase of 2 percent.
New Depositing Customers (NDCs) totalled 124,959 (113,283), an increase of 10 percent.
Adjusted EBITDA increased by 9 percent and totalled EUR 12.3m (11.3), corresponding to an adjusted EBITDA margin of 46 percent (42).
EBITDA, including items affecting comparability of EUR 0.1m (-2.8), increased by 46 percent and totalled EUR 12.4m (8.5), corresponding to an EBITDA margin of 47 percent (32).
Net cash generated from operating activities increased by 32 percent and amounted to EUR 11.9m (9.0).
Earnings per share amounted to EUR 0.11 (-0.53) before
dilution and EUR 0.07 (-0.50) after dilution.
Cash and cash equivalents amounted to EUR 29.9m (12.3) on 31 December.
Net interest-bearing liabilities (NIBL) amounted to EUR 57.0m (150.2) on 31 December, resulting in a leverage ratio (NIBL/Adjusted EBITDA) of 1.09 (3.46).
January – December 2020 (compared with January – December 2019)

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Operating revenue amounted to EUR 106.0m (102.8) resulting in an increase of 3 percent.
Organic search revenue amounted to EUR 95.9m (88.3) resulting in an increase of 9 percent.
New Depositing Customers (NDCs) totalled 443,524 (436,706), an increase of 2 percent.
Adjusted EBITDA increased by 20 percent and totalled EUR 52.0m (43.5), corresponding to an adjusted EBITDA margin of 49 percent (42).
EBITDA, including items affecting comparability of EUR -1.9m (-3.0), increased by 24 percent and totalled EUR 50.1m (40.5), corresponding to an EBITDA margin of 47 percent (39).
Net cash generated from operating activities increased by 29 percent and amounted to EUR 49.0m (38.0).
Earnings per share amounted to EUR 0.20 (-0.18) before dilution and EUR 0.12 (-0.17) after dilution.
Cash and cash equivalents amounted to EUR 29.9m (12.3) on 31 December.
Net interest-bearing liabilities (NIBL) amounted to EUR 57.0m (150.2) on 31 December, resulting in a leverage ratio (NIBL/Adjusted EBITDA) of 1.09 (3.46).

“Catena Media had an exceptional ending to a strong quarter, breaking an all-time high in USD revenues in December, thanks to our ability to take and maintain dominant positions in both sports and casino across numerous states during the busiest sports season in the US.”

Michael Daly, CEO of Catena Media as of 1 March 2021

 

Year-end Key 2020 Takeaways

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Increased Q4 Adj. EBITDA by 9 percent to EUR 12.3m.
Net debt (NIBL) down to EUR 57.0m (150.2) by year-end.
Soft start in the fourth quarter and strong ending in December 2020.
Sports segment back to normal pre-COVID-19 levels by year-end.
Headwinds in Germany for both Sports and Casino due
to the tolerance period for new regulations.
Trending to well above double-digit growth in 2021.
Our US iGaming Business developed well, with a share of 31 percent of total revenues in Q4 (43 percent growth) and 30 percent of total annual revenues (72 percent growth).
In December 2020 divested all shares in Catena Media Financials US Inc. (formerly Hammerstone Inc.).
Continued high investment in the US market to maintain our no. 1 position.
Strong start in January 2021 with year-on-year revenue growth of 58 percent.

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Tanzania Gaming Board Warns Families About Risks Posed by Betting on PlayStation Games

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The Gaming Board of Tanzania (GBT) has warned parents about the risks posed by betting on PlayStation games, urging families to take action.

Last week, Daniel Olesumayan, Acting Director General of GBT, addressed the issue during a meeting with media editors organised by the Treasury Registrar’s Office.

The gathering aimed to increase awareness about gambling activities and clarify the GBT’s regulatory responsibilities. Olesumayan stressed the importance of keeping children away from gambling, highlighting that it is primarily the parents’ duty to supervise their children’s gadget usage.

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“As parents, we must protect our children. It is important to track how they use gadgets intended to stimulate their minds. PlayStation games turned into gambling must only operate in board-approved locations,” he said.

The growth of Tanzania’s gambling industry is evident, with the GBT registering 62 companies and issuing a remarkable 8549 licenses in the 2024/25 financial year.

This number includes licenses for various activities, such as the National Lottery and sports betting, with some companies holding multiple licenses to operate different types of gambling across various locations.

“The sector’s tax revenue surged by 97 percent, from Sh131.9 billion in 2020/21 to Sh260 billion in 2024/25,” Mr Olesumayan said.

He also noted that the ability to place bets as low as Sh1000 has contributed to the impressive growth.

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Even with recent advancements, the GBT still faces significant challenges, particularly with illegal slot machines that operate without registration. These machines often attract children, posing risks not only to minors but also to the integrity of the gambling sector.

To tackle these issues, GBT is looking to the future with plans to utilise technology for better management of the industry and also enhance the skills of staff for more effective oversight. The regulator has also established more zonal offices and recently banned foreigners from operating slot machines.

Additionally, the board is set to launch a nationwide responsible gaming campaign aimed at educating young people about the dangers of problem gambling and promoting safer gaming habits.

The post Tanzania Gaming Board Warns Families About Risks Posed by Betting on PlayStation Games appeared first on European Gaming Industry News.

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Ghana Gaming Commission Introduces Mandatory Biometric Verification

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The Ghana Gaming Commission has introduced a significant change to the gambling industry by mandating biometric identification for every bet placed within the country. This new rule applies to all forms of gambling including online and physical sportsbooks, casinos and promotional games. Alongside recent tax reforms, this measure represents a strong move toward modernising and securing the gambling landscape in Ghana.

Gambling operators are now required to integrate their platforms with the National Identification Authority’s (NIA) database. Every player must verify their identity using fingerprint or facial recognition technology both at the point of placing bets and when claiming winnings. The only acceptable form of identification will be the Ghana Card, issued by the NIA.

According to Emmanuel Siki Quainoo, the acting commissioner of the Gaming Commission, this initiative aims to protect the industry from criminal misuse and enforce stricter responsible gambling measures. It is designed to slow down betting activities, allowing players to make more thoughtful decisions regarding their gambling behaviour.

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Operators have a strict timeline of just one month to fully implement and test these biometric verification systems. Non-compliance could result in suspension of licenses or refusal of renewals, as the Commission has pledged to enforce these regulations rigorously without exceptions.

The primary goals behind these updated regulations are to prevent fraud and stop underage gambling. Additionally, these measures aim to increase transparency in the gambling industry, which has been scrutinised over possible money laundering and unmonitored cash flows. By associating all gambling transactions with verified biometric data, authorities can more effectively monitor and identify irregular activities.

The mandatory biometric checks also enhance responsible gambling protections. Regulatory bodies can monitor dangerous betting behaviors, impose limits on spending, and provide exclusion options for self-excluded players. This policy is part of a larger national digital initiative that uses identity-based verification across multiple regulated sectors.

The post Ghana Gaming Commission Introduces Mandatory Biometric Verification appeared first on European Gaming Industry News.

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Indian Gaming Industry Expresses Concern About Proposed Online Gaming Bill

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The real money gaming (RMG) industry has been thrown into unprecedented turmoil after the Union Cabinet approved The Promotion and Regulation of Online Gaming Bill, 2025. The proposed legislation seeks to outlaw all forms of pay-to-play online games, covering both games of skill and games of chance. If passed in Parliament, this would effectively ban the operations of legitimate RMG platforms across the country.

Industry stakeholders say the move was taken abruptly and without dialogue. “There was absolutely no consultation with the companies that have built this sector,” one executive said, adding that the decision violates multiple constitutional safeguards and will almost certainly face a legal challenge.

The industry’s pushback comes at a delicate moment. Only last week, on August 12, the Supreme Court bench of Justices J.B. Pardiwala and R. Mahadevan reserved its judgment on petitions concerning the classification of online games of skill and chance. The Court’s ruling was expected to provide clarity on a sector valued at over $3 billion. Instead, the Cabinet’s surprise approval of the bill has left companies reeling.

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Industry voices argue that the move disregards the legitimate contributions of RMG platforms to India’s economy. By their estimates, the sector contributes nearly ₹20,000 crore annually to the exchequer through taxes and compliance payments, while directly and indirectly employing more than two lakh people. A blanket ban, they argue, would wipe out this entire ecosystem overnight.

The strongest criticism has come from the government’s failure to control illegal offshore betting firms. Companies like Parimatch, 1xBet and Dafabet continue to operate in India, despite repeated reports of their involvement in money laundering, hawala transactions and illegal gambling.

“Instead of cracking down on these notorious offshore firms, the government is choosing to penalize Indian companies that follow rules, pay taxes, and create jobs. This flawed approach not only risks shutting down a legitimate industry but also allows the black market to thrive unchecked,” said an industry representative.

Industry insiders caution that if the bill becomes law, Indian users may simply shift to unregulated foreign platforms, further draining revenue away from the country and undermining consumer protections.

The government, however, has defended its proposal by highlighting the social costs of online money gaming. The draft note accompanying the bill points to the “immersive and addictive nature” of pay-to-play platforms, warning that monetary incentives have triggered rising cases of anxiety, depression and behavioural problems among young users.

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Citing clinical studies, the note claims prolonged gaming has worsened mental health issues, particularly among children and adolescents. The draft further warns of financial risks, with many players suffering losses that have, in some cases, led to suicides.

“These platforms employ predatory tactics—loot boxes, microtransactions, and reward systems—that exploit psychological triggers to encourage overspending. Such practices create cycles of debt and vulnerability,” the note says.

Despite acknowledging concerns about addiction and financial harm, industry groups insist that prohibition is the wrong path. They argue that a balanced regulatory framework—similar to models adopted in advanced markets—would provide consumer safeguards without dismantling the sector.

“Banning regulated RMG firms while letting offshore betting companies operate unchecked will only worsen the problem. The government should be working with us to build safeguards, not pushing us out,” said a gaming association leader.

The post Indian Gaming Industry Expresses Concern About Proposed Online Gaming Bill appeared first on European Gaming Industry News.

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