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GROUPE PARTOUCHE: Sustained growth in activity over the first 9 months of the financial year

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Groupe Partouche, European leader in gaming, publishes this day its consolidated turnover for the 3rd quarter of fiscal year 2023 (May to July 2023).

Sustained activity at 3rd quarter

In a normalized operating context, the Gross Gaming Revenue (GGR) increases by +6.5% to € 178.7 M during the 3rd quarter 2023, compared to € 167.9 M a year earlier.

In France, the GGR benefits from an increase in attendance of +4.8% and stands at € 161.5 M, up by +5.6% compared to N-1, slot machines and table games increasing by +5.3% and +6.8% respectively. The GGR of electronic games follows a more sustained trend at +9.8%.

Abroad, the GGR records an increase of +15.1% compared to N-1, to € 17.2 M. The GGR of Swiss online gaming shows a very good performance (+47.8% to € 4.2 M). Furthermore, the 3rd quarter 2023 includes 3 full months of activity for the Middelkerke casino, i.e. a GGR of € 1.1 M, compared to only 23 days in N-1, i.e. a GGR of € 0.2 M, the casino operations having started on 1st July 2022.

After levies, the Net Gaming Revenue (NGR) improves by +5.6% à € 79.2 M

The hotels activity increases by +6.5% at € 8.8 M due to the good performance of the Aquabella Hotel at Aix-en-Provence and of Forges-les-Eaux hotels.

Globally, the 3rd quarter 2023 turnover reaches € 105.1 M, compared to € 100.9 M in 2022 (+4.1%)

Aggregate turnover end of July up by +11.3 % at € 320.M

At the end of July 2023, after taking into account the scope effects1 over the period, the aggregated 9-month turnover stands at € 320.7 M (+11.3% compared to 2022), with the Net Gaming Revenue at € 255.3 M (+11.8%).

Upcoming events:

Turnover 4th quarter 2023: Tuesday 12th December 2023, after stock market closure

Income fiscal year at 31st October 2023: Tuesday 30th January 2024, after stock market closure

Groupe Partouche was established in 1973 and has grown to become one of the market leaders in Europe in its business sector. Listed on the stock exchange, it operates casinos, a gaming club, hotels, restaurants, spas and golf courses. The Group operates 41 casinos and employs nearly 3,900 people. It is well known for innovating and testing the games of tomorrow, which allows it to be confident about its future, while aiming to strengthen its leading position and continue to enhance its profitability. Groupe Partouche was floated on the stock exchange in 1995, and is listed on Euronext Paris, Compartment. ISIN B: FR0012612646  Reuters: PARP.PA – Bloomberg: PARP:FP

ANNEX

1– Consolidated turnover aggregate months per quarter

In €M 2023 2022 Variation
1st quarter (Nov. to Jan.) 116.4 98.1 +18.6%
2nd quarter (Feb. to Apr.) 99.2 89.1 +11.4%
3rd quarter (May to Jul.) 105.1 100.9 +4.1%
Total consolidated turnover 320.7 288.1 +11.3%

2- Construction of the consolidated turnover

2.1 – 3rd quarter

In €M 2023 2022 Variation
Gross Gaming Revenue (GGR) 178.7 167.9 +6.5%
Levies -99.5 -92.8 +7.2%
Net Gaming Revenue (NGR) 79.2 75.0 +5.6%
Turnover excluding NGR 26.7 26.9 -0.5%
Fidelity Programme -0.9 -1.0 -11.8%
Total consolidated turnover 105.1 100.9 +4.1%

2.2 – Aggregate 9 months

In €M 2023 2022 Variation
Gross Gaming Revenue (GGR) 519.7 457.8 +13.5%
Levies -264.5 -229.5 +15.3%
Net Gaming Revenue (NGR) 255.3 228.4 +11.8%
Turnover excluding NGR 68.1 62.1 +9.7%
Fidelity Programme -2.7 -2.4 +13.6%
Total consolidated turnover 320.7 288.1 +11.3%

3 Breakdown of turnover by activity

3.1 – 3rd quarter

In M€ 2023 2022 Variation
Casinos 92.4 87.8 +5.2%
Hotels 8.8 8.3 +6.5%
Other 3.9 4.9 -19.9%
Total consolidated turnover 105.1 100.9 +4.1%

3.2 – Aggregate 9 months

In M€ 2023 2022 Variation
Casinos 292.3 261.3 +11.9%
Hotels 19.7 17.2 +14.0%
Other 8.8 9.6 -8.6%
Total consolidated turnover 320.7 288.1 +11.3%

4– Glossay

The “Gross Gaming Revenue” corresponds to the sum of the various operated games, after deduction of the payment of the winnings to the players. This amount is debited of the “levies” (i.e. tax to the State, the city halls, CSG, CRDS).

The «Gross Gaming Revenue» after deduction of the levies, becomes the “Net Gaming Revenue “, a component of the turnover.


1 The entry into the Group of the Middelkerke casino (Belgiumfrom 1st of July 2022 for an opening on 8th of July after some workssale of the stake held in the Crans-Montana casino (Switzerland) on 31st of January 2022 and the end of the concession of the restaurant « Le Laurent » as from 7th March 2022.

 

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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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