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NSoft exceeds growth expectations, delivering strong Q4 2021 results

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by Dražan Planinić, COO at NSoft 

The dawn of the second COVID-19 year was all but the COVID-coloured. The entire 2021 was shaped to fit our further development and the expansion of the business, therefore the last quarter of the year was a worthy closure.

 

The markets where NSoft is traditionally strong continued to grow steadily with new customers, some returning customers and enhancing co-operation with the existing ones. Fourth-quarter results reflect NSoft’s strategic investments in its core product categories. The overall stake in Q4 2021 grew by 20% YoY and the number of tickets surpassed Q4 2020 data by 12%.

Stake growth by the distribution channels:

  • Land-based betting business: 22.5%
  • Online: 14.3%

Land-based vs online business ratio continued to improve in Q4 2021. A great portion of new business in 2021 was online with notable growth for some particular games. The most prominent was Roulette and Next Six draw-based games together with Virtual Penalty Shootout and Greyhound Races from the virtual sports betting and racers categories.

Optimove CRM Marketing Solution integrated into our Seven Sportsbook platform

We were closing the integration process with the industry-leading CRM Marketing Hub Optimove in the last quarter of 2021. The partnership with Optimove came as we aspire to provide the best-in-class solutions for betting operators to boost player lifetime value, boost retention rates, and significantly scale multi-channel personalization. Balkan Bet, a long-time client of ours, was the first one to introduce Optimove’s AI-mapped CRM. The system allows the operator to maximise players’ lifetime value by micro-segmenting its audience and ensuring that every player is approached with the most personal message, every given time across every channel. The time of Dear Customer is long gone. Both the players and the operators know better and are aware that personalisation of the message and the delivery of the exact content player needs is imperative. Players don’t want to be bothered with irrelevant information.

T-1000 Self-Service Betting Terminal on US Market

In the previous quarterly update, I have announced the partnership with Suzohapp, a world leader in the manufacturing and distribution of gaming, amusement and sports betting products. Suzohapp carries a vast portfolio of components available for immediate distribution and for developing custom-built solutions. The company is our representative for the US market and already in Q4  2021, T-1000, Stark’s premium self-service betting terminals, were sold to the first buyers.

The certification of the terminal for the USA was done before in Q3 2021.

Industry recognition: GGA 2022 nomination in the category Retail Supplier of the year

In December 2021, we received one more confirmation of excellence. NSoft has been shortlisted for the Global Gaming Awards London 2022 in the Retail Supplier of the year category.

NSoft’s betting platform serves more than 60,000 devices daily, with a 20% increase in the number of punters and it is used by clients across 5 continents. This decision was merited by unique solutions for the retail business such as Remote device management that provides a sense of presence in any given betting shop by having full control over devices and daily operations even if you are physically miles away from it. Once again we are honoured and humbled to be recognized as one of the industry’s leading betting and gaming suppliers.

In total, NSoft has been shortlisted for 23 awards in 2021 in different categories – from Sportsbook and individual games to iGaming platform categories.

Lottery in Retail

In Q4 we have extended the Lottery to the retail channel as well. NSoft Lottery is provided through Betradar Unified Odds Feed (UOF), which covers 160+ lotteries from over 30 countries. Also, UOF minimises the possibilities of errors and disturbances in production. World lotteries have never been closer to the punters. Seven admin platform tool allows operators to choose the custom offer of tournaments and events for printing.

People@NSoft

As a result of Sales Boot Camp, an intense one-month-long programme for sales forces we have conducted during the course of October and November, we are richer for four new colleagues in our Business stream. New forces in Sales have already tackled the challenges of constant growth in clients and new markets.

We are immensely proud that our Employee Net Promoter Score (eNPS) increased to 61. This indicator represents the number of employees who would recommend their employer as a great place to work. The scale is ranging from -100 to +100 and is the ratio between employees detractors and employees promoters. The eNPS score above 50 is considered to be excellent so we are on the right track when it comes to the power of the team!

In general, hybrid work and clear business strategy and goals, together with healthy and stable corporate culture, helped us navigate throughout the entire 2021 with success.

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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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