Latest News
Global $12.754 Bn Casino Management Systems Markets, 2016-2021, 2021-2026F, 2031F
The “Casino Management Systems Global Market Report 2022, By Component, Application, End User” report has been added to ResearchAndMarkets’ offering.
The global casino management systems market is expected to grow from $5.71 billion in 2021 to $6.85 billion in 2022 at a compound annual growth rate (CAGR) of 20.1%. The market is expected to reach $12.74 billion in 2026 at a CAGR of 16.8%.
The casino management systems market consists of sales of casino management systems by entities (organizations, sole traders, and partnerships) that are used to assist in the ongoing management, monitoring, and operations of casino or gaming organizations. Casino management systems provide various club operations such as management systems, accounting and analytics tools, and security and surveillance systems. These technologies assist in keeping track of client and personnel activities across the gaming club floor, as well as maintaining a database for future use.
The main types of components in casino management systems are hardware and software. The software involves CRM software, casino player tracking software, PMS, and inventory management systems that are being used in casino games. The different applications include security and surveillance, analytics, accounting, and cash management, player tracking, property management, marketing and promotions, others and are implemented in small and medium casinos, large casinos.
North America was the largest region in the casino management systems market in 2020. Asia Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in this report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
Increasing legalization and rising number of gaming establishments are expected to propel the growth of the casino management systems market. A gaming establishment refers to any gaming property such as a casino, hotel, or resort that includes various games or betting that require a legal license.
For instance, in July 2021, in Germany, a new interstate Treaty on Gambling (“ISTG 2021”) has come into action, which includes new licensing possibilities for sports betting, virtual slot machines, and online poker for private operators. In the USA, as of 2019, land-based commercial casinos are permitted in 18 states and six states have permitted riverboat casinos. Therefore, the increasing legalization and rising number of gaming establishments are driving the growth of the casino management systems market.
Product innovations are shaping the casino management systems market. Major companies operating in the casino management systems sector are focused on new product innovations to meet the consumer demand and strengthen their position. For instance, in January 2021, Cher-Ae Heights Casino, a US-based gaming company and Konami Gaming Inc., a US based manufacturer of casino management systems launched SYNKROS Casino Management System in Trinidad, California.
Konami’s Synkros is best known for its reliability, marketing tools, analytics tools, and robust data. It captures and compiles the data through all connected areas of the casino property and generates a 360-degree patron view. The SYNKROS Casino management system provides a unique mix of marketing solutions to Cher-Ae Heights Casino’s customers, including floor-wide bonusing activities, random drawings, personalised incentives, offers, and more.
In August 2021, Grover Gaming, Inc., a US-based developer of software and gaming systems acquired Digital Dynamics Software, Inc. for an undisclosed amount. Through this acquisition Grover Gaming will be able to enhance its gaming performance by integrating SAS-based digital gaming equipment and casino communications into its own software. Digital Dynamics Software is a US-based developer of SAS Gateway, GAP gaming protocol, SAS Engine, and the casino management system software.
Key Topics Covered:
1. Executive Summary
2. Casino Management Systems Market Characteristics
3. Casino Management Systems Market Trends And Strategies
4. Impact Of COVID-19 On Casino Management Systems
5. Casino Management Systems Market Size And Growth
5.1. Global Casino Management Systems Historic Market, 2016-2021, $ Billion
5.1.1. Drivers Of The Market
5.1.2. Restraints On The Market
5.2. Global Casino Management Systems Forecast Market, 2021-2026F, 2031F, $ Billion
5.2.1. Drivers Of The Market
5.2.2. Restraints On the Market
6. Casino Management Systems Market Segmentation
6.1. Global Casino Management Systems Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
- Hardware
- Software
6.2. Global Casino Management Systems Market, Segmentation By Application, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
- Security And Surveillance
- Analytics
- Accounting And Cash Management
- Player Tracking
- Property Management
- Marketing And Promotions
- Others
6.3. Global Casino Management Systems Market, Segmentation By End User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
- Small And Medium Casinos
- Large Casinos
7. Casino Management Systems Market Regional And Country Analysis
7.1. Global Casino Management Systems Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
7.2. Global Casino Management Systems Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
Companies Mentioned
- Advansys Limited
- Agilysys Inc.
- Aristocrat Technologies Australia Pty Ltd.
- Avigilon
- Bally Technologies Inc.
- Casinfo LLC
- Cyrun
- Dallmeier
- Honeywell International Inc.
- International Game Technology PLC.
- Konami Gaming Inc.
- Scientific Games Corporation
- Next Level Security Systems Inc.
- Novomatic
- NtechLab
- Amatic Industries GmbH
- Playtech
- CasinoFlex Systems
- RNGplay
- Delta Casino Systems
- Ensico
- TableTrac Inc.
- Winsystems
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anime
G2 drops limited-edition One Piece streetwear capsule on June 25
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.
Latest News
Ygam joins four UKRI-funded gambling harms research partnerships
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.
eSports
Study: 400m Gen Z esports fans say brand activations drive purchases
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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