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NSoft’s Betting Terminal BackOffice – an irreplaceable admin tool

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The other side of SSBTs: NSoft’s Betting Terminal BackOffice – by Dario Šaravanja, Product Manager at Seven Sportsbook Platform 

Self-Service Betting Terminals, or simply SSBTs, are well known in the global betting industry for ages.

With the advancing technology and fresh ideas, SSBTs are constantly upgrading, and the betting operators have recognized their potential.

SSBTs are not just for punters

Betting terminals are considered to be a critical asset for enriching the offering, hence diversifying monetary streams. They are not necessarily bound to the specific premises. This feature makes betting terminals perfect for extensive punter outreach even outside of betting shops.

Having said that, there is one aspect of betting terminals that is often overlooked. We are talking about the administration here: how betting operators keep track of daily operations. In other words, what closes the gap between SSBTs, punters, operators and management? Our answer to that question is Terminal BackOffice, and NSoft’s clients seem to love it.

Closing the gap

Terminal BackOffice, abbreviated as TBO, is an integral part of the NSoft software for betting terminals. It stands as a “behind the scenes” application punters are unaware of, dedicated to making life easy for the operators and management. Think of daily transactions, processed tickets, terminal reports, operator shifts and access cards, terminal’s hardware configuration, maintenance mode, billing information per terminal, balance recovery, and much more. All of those things are part of the terminal back office.

Betting Terminal BackOffice system has been made with all of the users in mind. We improve the system constantly in alignment with the rest of our software solutions and clients’ needs, ensuring nothing is left out.

NSoft’s global expansion confirmed the importance of such functionalities regardless of where the clients come from or where they locate SSBTs. Reasons are various yet mutually shared – common pain points include the complexity of managing terminal operations, diverse hardware, lack of per terminal insight and low sense of managing. TBO tackled those issues by leveraging software solutions for providing insight into each SSBT at any time from anywhere (physically or remotely), providing a supreme sense of management, as well as balancing technical complexity and ease of use.

A must-have for a land-based business

Terminal BackOffice comes with NSoft’s sports betting platform – Seven. The system is independent of the SSBTs’ brands meaning it is robust enough that can be a part of the  STARK’s terminals – NSoft’s hardware unit – or any 3rd party terminals running Seven platform.

TBO offers content in accordance with allowed permissions for each operator or manager. This business logic ensures operational safety as responsible managers can neatly set permissions for their personnel from the permission pool.

Content and related actions are visually organized per domain for smooth navigation. Domains include Card Operations, Tickets, Wallet, Billing, Reporting, Options and Settings.

  • Card Operations section incorporates management of operator cards and their holders. Cards can be used for faster log-in inside TBO via card readers.
  • Tickets section offers the creation of vouchers and a view of processed tickets on the SSBT per each active product, with options to check their statuses, print copies, cancel or pay them out.
  • Wallet and Billing domains consist of different wallet types, such as operator and terminal wallets. It is a collection of money flow information, shift management, SSBT transfers and transactions, billing details and billing profit information.

Consists of different Wallet types

  • Reporting provides different types of reports, from profit, balance to turnover. Depending on the nature of the report, data is sorted per product and/or in total.
  • Options and Settings wrap up various hardware/software options regarding connected peripheral devices, such as money acceptors, printers and scanners, touchscreen calibration, theme settings, landing page and service mode of betting terminals.

Options -overview

Besides mentioned functionalities, TBO also incorporates the logic of safe balance recoveries after power loss or similar unwanted events.

A reliable system to meet customer-first philosophy 

Terminal BackOffice is a backbone of betting operators’ day-to-day business activities when it comes to this channel. The front: flashy design, a wide range of games, simple UX together with the quality hardware is incomplete without a simple management interface. The betting operators, and any business really, nurture the philosophy: customer first. In order to meet this goal, the operator has to have a strong reliable system to keep things run smoothly.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Ygam joins four UKRI-funded gambling harms research partnerships

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Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.

Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.

The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.

Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”

Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”

The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.

The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.

ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.

The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.

On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.

The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.

Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”

Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”

Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”

The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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