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GAMING CORPS CARRIES OUT A DIRECTED SHARE ISSUE OF SEK 10 MILLION TO SVEA BANK
The Board of Directors of Gaming Corps AB has resolved to carry out a new issue of 4,000,000 shares at a subscription price of SEK 2.50 per share, corresponding to issue proceeds of SEK 10 million, to Svea Bank AB (the “Directed Issue”). The Directed Issue is carried out with a deviation from the shareholders’ preferential right and with the support of the authorization from the annual general meeting on 28 June 2022. The subscription price has been determined by the Board of Directors of the Company and corresponds to a [premium] of approximately 7,8 percent calculated on a volume-weighted average share price (VWAP) during the last 20 trading days, up to and including 12 December 2022.
” I would like to take this opportunity to thank SVEA BANK AB on behalf of the management for this investment, especially when the market situation looks as it does with uncertainties in several areas, not least in the listed environment. We have several ongoing game certifications and game titles in development, in addition to several new approvals in regulated markets where we engage local legal advisors for the processes. Here we are anxiously awaiting the opinion from each market for me to be able to notify you, our shareholders”, says Juha Kauppinen, CEO.
” The Board of Directors has been working for some time to find the most favorable financing solution for the shareholders and the Company. With the current market situation, we have seen that the conditions for raising capital have been very costly and directly harmful to the company and the shareholders. By adding capital through SVEA BANK’s investment, we strengthen our cash position and give the company greater financial flexibility, which gives us a good basis for future investments in the business”, comments Claes Tellman, Chairman of the Board of Gaming Corps.
THE DIRECTED ISSUE
The Board of Directors of Gaming Corps has today, on 13 December 2022, resolved on a new issue of 4,000,000 shares with deviation from the existing shareholders’ preferential rights and with support from the authorization given at the annual general meeting on 28 2022. The subscription price for the shares in the Directed Issue has been determined by the Board of Directors at SEK 2.50 per share and will be paid in cash. The subscription price corresponds to a [premium] of approximately 7,8 percent calculated on the basis of a volume-weighted average price (WVAP) per trading day for the Company’s share on Nasdaq First North Growth Market during the last 20 trading days up to and including 12 December 2022. The Directed Issue has been subscribed by Svea Bank AB and will provide the Company with issue proceeds of SEK 10 million.
CHANGES IN SHARE CAPITAL, SHARES AND VOTES AND DILUTION
The Directed Issue results in an increase of the Company’s share capital by a maximum of SEK 200,000.01, from SEK 2,707,625.06 to SEK 2,907,625.07. The number of shares and votes will increase by a total of 4,000,000, from 54,152,501 to 58,152,501. The execution of the Directed Issue results in a dilution of approximately 6.88 percent for existing shareholders in relation to the total number of outstanding shares and votes in the Company.
DEVIATION FROM SHAREHOLDER PREFERENTIAL RIGHTS
The rationale of the Directed Issue and the reason for the deviation from the shareholders’ preferential rights is to carry out a capital raise in a time- and cost-effective manner. The Board of Directors has evaluated the possibility of carrying out a preferential rights issue in first hand. The Company has weighed the advantages and disadvantages of a preferential rights issue in comparison to a directed share issue and concluded that a preferential rights issue (i) would be significantly more time-consuming, which could risk the Company missing out on potential growth opportunities, (ii) would lead to significantly higher costs for the Company, mainly attributable to procurement of a guarantee consortium and legal costs, (iii) would expose the Company to higher market volatility, especially given current market conditions, and (iv) would likely have had to be implemented at a lower subscription price (with a discount instead of a [premium]) and would result in a higher dilution effect, which would have been negative to all shareholders. In addition, the Board of Directors considers it positive that the institutional ownership in the Company is strengthened through the Directed Issue. The Board of Director’s overall assessment is thus that the reasons for carrying out the Directed Issue in this manner, and in this specific situation, outweigh the reasons that justify the main rule of issuing shares with preferential rights for existing shareholders, and that a new share issue with a deviation from the shareholders’ preferential rights is thus in the best interest of the Company and all shareholders.
ADVISOR
Baker McKenzie is the Company’s legal advisor in the Directed Issue.
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Betsson AB
Betsson AB Publishes its Interim Report for the First Quarter of 2026
Betsson AB has published its interim report for the first quarter of 2026 (1 January – 31 March 2026).
Highlights of the Report
• Group revenue was EUR 285.3 (293.7) million, a decrease of 3%. Organic increase of 4%.
• Casino revenue decreased by 4%. Sportsbook revenue increased by 1% and the sportsbook margin was 8.4% (8.0%).
• EBITDA was EUR 50.0 (77.7) million, a decrease of 36%. The EBITDA margin was 17.5% (26.5%).
• Operating income (EBIT) was EUR 34.0 (64.0) million, a decrease of 47%. The EBIT margin was 11.9% (21.8%).
• Net income was EUR 25.5 (48.4) million, corresponding to EUR 0.18 (0.35) per share.
• Operating cash flow was EUR 58.1 (86.4) million.
• Net debt was EUR -165.0 (-177.8) million.
• Active customers were 1.5 (1.4) million.
CEO Comment:
“During the first quarter of the year, our B2C operations continued to perform well, with solid growth and strengthened market positions, while our B2B revenue continued to decline. Group revenue amounted to EUR 285 (294) million and operating income (EBIT) to EUR 34 (64) million.
“Revenue for the B2C operations increased by 15 percent year-on-year. Growth was particularly strong in Latin America, where revenue rose by 25 percent and accounted for one-third of total Group revenue, primarily driven by positive performance in Peru. Here, we have a competitive product offering and a long-established, strong brand. Western Europe also delivered double-digit growth, with Italy as the main driver, where we continued to gain market share in both sports betting and casino. In Central and Eastern Europe and Central Asia (CEECA), B2C revenue increased, with particularly strong growth in Croatia and Greece. Overall, our B2C business continues to grow and make a significant contribution to the Group’s earnings. We keep investing in several B2C markets where we have not yet reached profitability, which reduces operating income by approximately EUR 10–15 million on a quarterly basis. We continue to believe that these markets have the potential to become profitable, while we closely monitor and evaluate their development and future prospects.
“Revenue in the B2B operations decreased to EUR 51 (90) million, driven by lower revenue from one customer. However, activity for this customer has stabilized since early December. Over the medium term, we are confident that we can increase our B2B revenue with both existing and new partners.
“In March, we entered into an agreement to acquire Rhino Entertainment Group’s B2C business, including a license in Canada, as well as a number of technology assets for our B2B business. The transaction is in line with our strategy to create long-term value through investments in both existing and new B2C markets, and through further developing our B2B offering. The acquisition is expected to deliver economies of scale, improved profitability and enhanced growth opportunities in both business areas.
“The share of revenue from locally regulated markets amounted to 73 (59) percent, the highest level to date. Our strategy going forward continues to be based on a balanced mix of revenue from locally regulated markets and markets served through Point-of-Supply (POS) licenses. However, the increased share of locally regulated revenue is a key to explaining the lower profitability compared with the corresponding period last year.
“We have had a positive start to the second quarter. Average daily revenue, up to and including 21 April, has been 3.7 percent higher than the corresponding daily average for the full second quarter of 2025. However, it should be noted that the sportsbook margin at the start of the quarter has been above the average for the past eight quarters.
“On the product and technology side, we continue to enhance the customer experience with improvements across the entire customer journey—from seamless payment solutions to an attractive and engaging gaming offering. For example, new Bet Builder functionality, AI-powered match previews and enriched live stats were introduced for the sportsbook.
“In June, the FIFA World Cup will begin, which we expect to contribute to increased activity and customer intake. Our investments in recent years have strengthened our position and, with a competitive offering, a strong brand and a proven strategy, we are well positioned to capitalise on opportunities in the global online gaming market.”
The post Betsson AB Publishes its Interim Report for the First Quarter of 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Asia
India: Online Gaming Act to Come into Force on May 1
The Ministry of Electronics and Information Technology in India (MeitY) has introduced a revised regulatory framework for the online gaming sector, adopting what it calls a “light-touch” approach that keeps most online social games outside mandatory registration or classification requirements.
Announced by MeitY Secretary S. Krishnan, the Promotion and Regulation of Online Gaming Rules, 2026 are set to come into force on May 1, operationalising the provisions of the PROG Act, 2025 while attempting to strike a balance between oversight and ease of doing business.
At the centre of the framework is a newly constituted Online Gaming Authority, a digital office under MeitY that brings together representatives from finance, information and broadcasting, health, sports, power, justice and external affairs signalling a cross-sectoral approach to governance in a space that cuts across policy domains.
The rules redraw the regulatory boundaries by clearly distinguishing between prohibited real-money gaming formats and permissible categories such as online social games and e-sports. Crucially, classification or “determination” of a game will not be automatic. It will be triggered only in three cases: when initiated by the authority, when a service provider applies (especially for e-sports), or when the government notifies specific categories.
Once triggered, the determination process will follow a 90 day timeline, with outcomes issued through formal orders that apply only to the specific game and publisher, rather than across similar titles.
Registration, too, has been narrowed in scope. It will apply only to notified categories involving financial risk or large-scale participation, along with all e-sports titles. As of now, no categories have been formally notified, with the provision described as enabling rather than mandatory.
Beyond classification, the framework leans heavily on compliance and user safety. Platforms will be required to implement technical and behavioural safeguards, alongside a two-tier grievance redressal system and an appellate route through the authority. Additional obligations include data retention, cybersecurity standards, financial transaction monitoring and periodic reporting extending compliance responsibilities to banks and financial institutions as well.
Structurally, the rules simplify earlier drafts by removing provisions such as a separate section on promoting e-sports and the concept of “material change,” reducing room for interpretational ambiguity. The authority itself will comprise six members, with stricter quorum norms and faster emergency response timelines cut from seven days to three.
Registration validity has been extended to up to 10 years, while suspension and cancellation processes now include a mandatory opportunity for hearing, reflecting a more formalised enforcement mechanism.
The ministry said the revisions incorporate feedback from around 2500 stakeholders, spanning industry, academia, think tanks and legal experts many of whom had flagged concerns around definitions, governance structures and regulatory clarity.
The post India: Online Gaming Act to Come into Force on May 1 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Balkans
CT Interactive Expands its Certified Portfolio in Bulgaria
CT Interactive has strengthened its presence in Bulgaria’s regulated iGaming market by expanding its certified portfolio with 20 new titles. This strategic move underscores the company’s commitment to delivering high-quality and engaging gaming content tailored to the Bulgarian market.
As part of the expansion, CT Interactive introduces new games to its multicurrency, multi-game progressive Diamond Tree Jackpot, including HOT 7’s X2 Diamond Tree and Wild Clover Diamond Tree. These titles are also available as original versions without the Diamond Tree feature and have already demonstrated strong player engagement and retention across multiple international markets.
The company has also added new releases to its successful Clover-themed line, including Cave of Clovers and Lucky Clover 20, the latest addition to the beloved series. These games feature vintage-inspired graphics and nostalgic design elements that enhance player engagement while maintaining the charm that has made the Clover series a favourite among players worldwide.
Additionally, CT Interactive launches Win Storm Deluxe, the highly anticipated sequel to the internationally successful Win Storm. This new release builds on the original concept and introduces Free Games, delivering an even more dynamic and exciting gameplay experience.
A selection of fresh titles is also being introduced to provide new gaming experiences for Bulgarian operators. Games such as 100x Cherry Party, 40 Hell’s Cherries, and Hell’s Cherries each offer a unique approach, enriching the portfolio and providing players with a wider variety of engaging content.
“Certification in Bulgaria is an important part of our European growth strategy. By expanding our portfolio, we are not only strengthening our market presence, but also providing Bulgarian operators with a proven successful and more diverse content offering,” said Martin Ivanov, COO of CT Interactive.
“With every new certification, we reaffirm our commitment to strengthening partnerships in regulated markets and to being a provider of high-quality content that performs well for every operator,” said Kiril Kirilov, Chief Customer Success Officer at CT Interactive.
The post CT Interactive Expands its Certified Portfolio in Bulgaria appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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