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Casino777.nl research: The Voice, Big Brother – The Dutch TV shows that became an international success

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Why you love Dutch TV and you don’t even know it!

Casino777.nl has researched the Dutch TV programs that became an international success. Do The Voice, Big Brother or Deal or No Deal ring any bells? These TV shows and many more have all originated from the same place: The Netherlands. Even though the US and the UK tend to steal the headlines when it comes to popular TV content, the Netherlands has long been a hotbed of creative talent.

Table 1: The most successful Dutch TV exports

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# TV Show # countries aired in
1 The Voice 64
2 Big Brother 57
3 Deal or No Deal 13
4 Fear Factor 26
5 The Bus 5
6 Dating in the Dark 4

Countries where Dutch TV Exports have been
                    aired

Figure 1: Countries where Dutch TV Exports have been aired

The Voice – First shown in The Netherlands in 2010, the singing show is now available in 64 countries. In fact it has been running for 22 seasons in the US, 12 in Ukraine, and 11 in France.

Big Brother – Since 1999, the show has been watched by more than 600 million viewers across 57 countries, including the US, the UK, India, Australia and Brazil. In the UK alone, Big Brother accounted for 23% of Channel 4’s £664 million revenue in 2007.

Deal or No Deal – From its original name Miljoenenjacht (Hunt/Chase for Millions), the UK version has become the most popular worldwide in 2022 with 13 seasons on Channel 4. The US, Australia and Bulgaria have also aired the show for over a decade (11 years).

Fear Factor – Joe Rogan’s version of the TV show may be seen as the most popular one yet, however, more seasons have aired in India: nine compared to seven in the US . The fear-inducing game show has been exported to 26 countries since its launch in 2001.

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The Bus – One of the less talked about shows in the list, yet the luxury bus show has been spinned off in several European countries (Spain, Belgium, Luxembourg, Estonia) and South America (Brazil).

Dating in the Dark – This rather atypical concept that features contestants trying to find love in a pitch black environment has had international exposure across four continents, namely Europe (UK), North America (US), South America (Brazil) and Oceania (Australia).

What are the longest running shows?

German participants of Big Brother 5 and 6 were getting pretty cosy and enjoyed a stay in TV’s most famous house for one year. Audiences and cast alike were also captivated in the Philippines with three of their seasons being almost a year long.

Country Season Start Date End Date Duration
(days)
Germany Big Brother Germany 5 02/03/2004 01/03/2005 365
Germany Big Brother Germany 6 01/03/2005 26/02/2006 363
Philippines Pinoy Big Brother 8 10/11/2018 04/08/2019 268
Philippines Pinoy Big Brother: Lucky 7 11/07/2016 05/03/2017 235
Philippines Pinoy Big Brother: Kumunity Season 10 16/10/2021 29/05/2022 226
Germany Big Brother Germany 10 11/01/2010 09/08/2010 211

But this trend is not consistent across all countries where some seasons were abruptly cut short, like Spain’s Big Brother spin-off’s Sálvame Okupa which lasted precisely one working week.

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Country Season Start Date End Date Duration
(days)
Spain Sálvame Okupa 12/04/2019 15/04/2019 4
Hungary Big Brother Hungary VIP 3 19/01/2003 23/01/2003 5
India Bigg Boss Kannada: Mini Season 14/08/2021 05/09/2021 6
Hungary Big Brother Hungary VIP 1 05/01/2003 10/01/2003 6
Hungary Big Brother Hungary VIP 2 12/01/2003 17/01/2003 6
Sweden Big Brother Stjärnveckan 20/01/2002 25/01/2002 6

Fun facts you never knew about Dutch TV exports

It is well known that reality TV shows don’t come without their controversies. Entertaining millions of viewers around the world often requires a lot of on screen drama, yet there is also a lot going on behind the scenes that the producers cannot necessarily control. Here are some unbelievable facts about Endemol’s biggest shows:

  1. A French group called Activists Against Trash TV protested Big Brother by clashing with security guards and throwing eggs and tomatoes at the house.
  2. Contestants who took part in the US version of Fear Factor had to sign a contract that, among other things, prevented them from running for public office for 12 months after the show.
  3. Contestant Lucas Koka Penteado exited the Big Brother house following a kiss between him and openly gay contestant Gilberto Nogueira. When Penteado was confronted by his housemates, he told them he was bisexual, but few seemed to believe him and instead accused him of strategic play that harmed the plight of the LGBTQIA+ community.
  4. In January 2005, a paralegal from Ohio sued NBC for $2.5 million because of the effect watching an episode of Fear Factor had on him. He stated that he watched the episode where contestants had to puree rats in a blender and then eat them and he was so disgusted by it that his blood pressure rose to the point that he became dizzy and vomited. He was then so disoriented that he ran into a doorway and injured himself.
  5. According to leaked docs, producers on the Voice can allegedly ignore contestants completely. They can also reportedly switch up the rules whenever they want, or eliminate contestants on a whim — even if those contestants happen to be “winning” in the eyes of the public.

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Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating

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“We weren’t just present — we were participants of Runfest. And that’s one of the most important aspects,” said Artak Ashkhatoyan, Deputy CEO of Totogaming.

On July 6, Totogaming joined the Cernica Pantelimon Runfest in Romania, once again emphasizing the importance of promoting amateur sports and a healthy lifestyle.

“Supporting such initiatives is a priority for TotoGaming. First, 50% of the proceeds from RunFest will be donated to the CLOVES Romania Foundation, supporting children affected by CLOVES Syndrome. And second, we’ve always believed in showing our passion for sports through actions, not just words. Have you noticed how we’re constantly rushing through life, yet when we look back, it often feels like we haven’t moved at all? It’s important for us to lead by example and show the importance of participation. This is exactly the message we’re promoting through our team’s active involvement in the marathon. After all, there can never be too much sport in our lives,” said TotoGaming’s Deputy CEO, Artak Ashkhatoyan.

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A Simple Concept, a Powerful Impact

The concept of this sports event is straightforward: choose a distance between 1 to 21 kilometers and run. The goal? Make sport an integral part of everyday life. The crowd certainly embraced that, gathering as early as 8:30 a.m. — on a Sunday morning.

Totogaming contributed in two distinct capacities: as an official sponsor and as an active participant. A dedicated team of 13 employees represented the company at the Cernica Pantelimon RunFest, with 7 of them proudly taking part as runners.

More Than Just a Run

It wasn’t an easy challenge — especially because among Totogaming’s runners were people for whom running isn’t a daily habit, or even part of their life at all. Yet they couldn’t miss the opportunity, not least from the perspective of corporate responsibility.

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“We just finished the 7.5-kilometer race!” shared Petrut-Adrian Toea from the Totogaming team.

“It was amazing, honestly. Around the 2-kilometer mark, I had this little battle with myself — I told myself I had to finish the race, no matter what. And I did it! I came in around 60th place out of over 100 runners, which for me is a really good result.”

“I see my participation as a small contribution toward promoting a healthy lifestyle. In my close circle, everyone knows I’m not exactly the sporty type. I’m not athletic, and I usually prefer having fun in other ways. But showing up here, early in the morning, in this intense heat, and completing almost 8 kilometers with just one short break — I think it set a good example.”

“I hope seeing someone like me finish this challenge motivates my friends to try something similar for their own health. I believe that’s a meaningful contribution”, – added Petrut-Andrea.

Totogaming also made it possible for every attendee to bring sport into their lives — quite literally. At the Totogaming tent, participants could ride stationary bikes and receive prizes based on the number of points they earned through their efforts.

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Whether they were running, cycling, or simply cheering for friends, the goal for everyone was the same: to reach the destination of champions — by bringing sport into everyday life.

The post Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating appeared first on European Gaming Industry News.

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BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE

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BMM Testlabs, the world’s original gaming test lab renowned for exceptional product compliance and certification services, today announced the promotion of Sacha McLaughlin to Vice President of Global Quality Assurance.

BMM’s President of Land-Based Gaming & Inspections, Kirk White, said, “Sacha has consistently demonstrated exceptional leadership, operational excellence, and a customer-first attitude. Her experience and passion will be critical as we continue to grow our QA services to meet the always-evolving needs of the global gaming industry.”

With over 18 years of experience in software implementation and seven years in the gaming industry, McLaughlin brings extensive knowledge of both agile and waterfall development methodologies, test planning, project management, and cross-regional team leadership. She is recognized for her ability to build and scale QA organizations that deliver quality, speed, and value to customers.

McLaughlin joined BMM in 2018 and has held roles of increasing responsibility within the Company, most recently serving as Senior Director of Quality Assurance. Throughout her tenure, she has been instrumental in expanding BMM’s QA capabilities and helping customers launch products into the global gaming market more quickly, with a focus on regulatory compliance, functionality, fairness, and security.

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The post BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE appeared first on Gaming and Gambling Industry in the Americas.

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Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps

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Major findings from the newly launched report include playable ads having the potential to deliver impression-to-install rates 16 times that of non-playable formats for emerging gaming apps and a 20% increase in spending on interactive ads year over year.

Liftoff, a leading AI-enabled growth platform for the mobile app economy, has published its seventh annual Mobile Ad Creative Index. The report explores top creative trends that are attracting and scaling in ad spend across consumer apps and games. It also highlights the expanding role of AI in creative production, testing, and optimization.

This year’s Mobile Ad Creative Index specifically analyzes creative concepts that have excelled in scale for Liftoff’s highest-spending advertisers over the past 12 to 48 months. It is based on findings from over 4.7 trillion impressions, 263 billion clicks, and 1.1 billion installs between 1 January 2023 and 31 May 2025.

 

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Highlights from the report include:

Top consumer apps are investing in interactive ads to compete for engagement

In 2024, the share of spend on interactive ads for top apps increased by 20% year over year. The share of spend increased by 2% for spenders outside the top tier. Top-spending apps differentiate their campaigns by adding innovations to evergreen concepts such as social scrollers, carousels, and scratch-offs.

Playable ads deliver returns across ad budgets for mobile game advertisers

In 2024, the share of spend on playable ads for top games averaged 35% higher than other games. Across all ad budgets, however, playable ads delivered higher conversion rates. Impression-to-install rates were 8 times that of non-playable formats for top spenders and 16 times that of non-playable formats for other game advertisers.

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Tailoring “metaplay” elements to motivations can improve performance

“Metaplay” elements—gameplay that diverges from an app’s core design to appeal to a broader audience—are widespread, but top games gain an edge by tailoring their metaplay ads to the publisher audience. The report found that aligning “metaplay” creative with publisher audiences resulted in a 93% increase in installs-per-mille.

UGC is becoming a key differentiator in driving scale for consumer apps

The share of spend on user-generated content (UGC) increased 11% for top-spending apps, with social and utility apps seeing the most significant jump of nearly 30% between 2023 and 2024.

Widespread adoption of Gen AI leads to more customized ad experiences

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Creative teams increasingly leverage AI to enhance top-performing assets with 3D and motion and to create and test variations. Top advertisers also use AI to recombine their assets in customized ad experiences that break away from standard video to playable formats.

Yann Zeller, Chief of Staff, Creative at Liftoff, said: “Today’s creative landscape is shaped by a single, powerful truth: attention is the commodity, and brands, games, and influencers are all vying for it. Great mobile ad experiences can earn attention by aligning context with behavior. As ad formats become richer and AI expands our ability to personalize and adapt creatives at scale, we’re able to unlock new insights into user behavior and motivation. We see users spend meaningful stretches with the right content, sometimes 60 to 90 seconds when the ad feels personal or prompts meaningful participation. This isn’t just a better way to advertise—it’s a better way to tell stories and the most exciting brief we’ve had in years.”

Soren Steelquist, Director of Creative Production, said: “The proof is in the data—more and more consumer apps are incorporating UGC into every stage of their marketing, and programmatic is no different. UGC works because it’s authentic and relatable, and users are more likely to be influenced by ad when it’s coming from a trustworthy source. To see higher impact from UGC creatives, work with a partner that can match the right creator with your brand and develop winning concepts that resonate with audiences.”

The post Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps appeared first on Gaming and Gambling Industry in the Americas.

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