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Veikkaus’ digital gaming market share increased by 3 percentage points

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2023 was a successful year for Veikkaus’ digital channel initiatives, and the company’s overall result was in line with its target. 180,000 new people registered as Veikkaus customers, and Veikkaus’ customer base now totals over 2.5 million registered customers.

Digital gaming grew by 4.5 percentage points and totalled nearly 55% of Veikkaus’ gross gaming revenue. Veikkaus channelled its development investments particularly into its digital channel, where the games created by Veikkaus’ own gaming studio also accounted for a large share of the gross gaming revenue generated by the company’s online casino, eArpa service, and other offerings. In addition, preparations were made during the year to ensure that Veikkaus would be ready for the customer registration requirement that will apply to all of its games from the beginning of 2024. Veikkaus is also the first gaming company in the world to require its customers to register when purchasing or redeeming physical scratch cards and lottery tickets, to ensure a safer gambling environment for all.

Veikkaus in 2023:

  • The Veikkaus Group’s actual sales revenue in 2023 totalled EUR 1,033.1 million (-3.5% compared to 2022). The actual sales revenue includes the gross gaming revenue from gambling activities and turnover from other business activities.
  • Veikkaus Group’s profit for the fiscal year was EUR 578.5 million (-13.7 %) while operating profit was EUR 573.6 million (-14.5 %). The decline in the result was due to an increase in the lottery tax, one time cost entries made as a result of the cooperation negotiations in the autumn, and significant investments in the Group’s future.
  • The financial profit of parent company Veikkaus Oy for 2023 was EUR 585.0 million (-14.0%), and the operating profit was EUR 580.2 million (-14.7%). Veikkaus’ gross gaming revenue totalled EUR 1,032.0 million (-3.6 %). The decline was partly the result of Veikkaus’ responsibility measure, i.e. the identification requirement for physical ticket-based game players that came into force in May 2023.
  • The lottery tax paid to the central government on gross gaming revenue increased by 1.6 percentage points from the previous year’s figure of 3.4%, amounting to 5% for the fiscal year. In 2023, Veikkaus Oy paid EUR 51.7 million in lottery tax, which is EUR 15.4 million more than the previous year.
  • In 2023, authenticated gambling accounted for 90.6% (+11.1 percentage points) of Veikkaus’ domestic gambling activities. From 1 January 2024, all Veikkaus games can only be played by registered customers, who must identify themselves every time they play.
  • At the end of 2023, Veikkaus had approximately 2,520,000 registered customers. The number of registered customers increased by approximately 180,000 (+8.0 %) during the year.

The long-running trend of gambling shifting to the digital channel continued in 2023, and 54.8% of gross gaming revenue from Veikkaus’ consumer-oriented gambling activities was derived from the digital channel (+4.5 percentage points). According to the estimate of H2 Gambling Capital, Veikkaus accounted for around 54% (+3 percentage points) of the Finnish digital gambling market for the year.

– Veikkaus’ profits and performance in 2023 were as expected, and we can be satisfied with these as a whole. The year was particularly successful for our online games, and Veikkaus will continue to deepen its development investments in its digital channel, says Veikkaus CFO Regina Sippel.

In terms of gross gaming revenue, the most successful of Veikkaus’ game groups was its online casino (digital automated games and digital table games), whose gross gaming revenue totalled EUR 184.0 million (+6.1%). This growth was particularly boosted by the company’s successful game releases.

Veikkaus’ most-played games were Eurojackpot and Lotto. The gross gaming revenue for Eurojackpot, which is drawn twice a week, was EUR 151.1 million (+0.0%). During the year under review, Lotto’s gross gaming revenue amounted to EUR 136.5 million (-8.9%).

2023 was the last year when Veikkaus Oy’s profit was settled to any beneficiary ministries. Beginning from 2024, Veikkaus Oy’s revenues will be directed to the state budget without any pre-defined beneficiaries.

All games to be covered by the identification requirement

Veikkaus began mandating the registration of players as Veikkaus customers for ticket-based games in mid-May. The impacts of the identification requirement on gaming have been as expected. Veikkaus also made preparations for the identification requirement for scratch card games, which entered into force on 1 January 2024 and meant that all Veikkaus games now require identification.

– Today, all of our games, including all physical scratch cards, are subject to the identification requirement. This means that we have become a worldwide pioneer in ensuring the responsibility of our gambling operations, says Susanna Saikkonen, Vice President for Sustainability at Veikkaus.

The identification of players enables a safer gambling environment where customers can be offered various services, such as loss and money transfer limits, and the possibility of self-exclusion of all games. The data obtained through identified gaming activities can also be used to prevent and reduce the harms of gambling.

– Using the data, we can analyse our players’ gambling habits and identify the signs of high-risk gambling. In 2023, our gambling harm prediction system helped us make over 3,700 calls to at-risk players, and we also introduced an automation-based care and communication model for high-risk level customers. In particular, we found that advance messages about calls, attempted calls, and the discussions that took place had a clear impact on the number of customers who decided to set a self-exclusion for themselves, Saikkonen explains.

From the perspective of preventing gambling problems, it will be vital to have other gambling companies operating in Finland follow Veikkaus’ example in complying with the same responsibility rules. The Government Programme states that Finland intends to introduce a partial multi-licence system at the beginning of 2026. It will be important to keep to the schedule that has been set. The new system will allow for the necessary tools and measures for preventing gambling problems. Every extra day in an environment without common rules is a day too late.

Veikkaus subsidiary Fennica Gaming expanded rapidly

During the year, the objective of Veikkaus subsidiary Fennica Gaming, which focuses on Veikkaus’ international business-to-business operations, was to expand the eArpa service to new markets, which it performed successfully. In 2023, the company delivered games to three continents and eight state-owned gaming companies. By the end of the year, Finnish online lotteries were available in the Nordic countries, the Baltic States, Central Europe, and America.

– Fennica Gaming’s corporate customers have been very satisfied with the quality of our games as well as Fennica Gaming’s service level, expertise, and the reliability of our deliveries. With these new markets, we have learned a lot about how we can best add value to our corporate customers’ business activities. We believe that our rapid expansion will also continue in 2024, says Timo Kiiskinen, CEO of Fennica Gaming.

 

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BetConstruct AI names Lena Yasir CEO

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Former Pragmatic Play chief commercial officer brings 20 years of iGaming experience to the role.

BetConstruct AI has appointed Lena Yasir as its new chief executive officer, the company said.

Yasir has 20 years of iGaming experience, with a background in B2B commercial strategy, international expansion, and building teams across regulated and emerging markets.

Before joining BetConstruct AI, Yasir held senior leadership roles at Play’n GO, Evolution, and OnGame Network. Most recently, she served as chief commercial officer at Pragmatic Play, where the company said she played a central role in its global B2B growth.

In a statement, Yasir said: “BetConstruct AI is a highly respected and successful company in the global iGaming industry, and I am proud to be joining the business at such an exciting time.”

BetConstruct AI said Yasir will focus on accelerating global revenue, driving innovation, and strengthening partnerships across the iGaming ecosystem.

The post BetConstruct AI names Lena Yasir CEO appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Latam Intersect flags prime-time World Cup 2026 as a reset for LATAM sports marketing

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Firm points to more LATAM teams, heavier digital viewing and second-screen habits as key drivers for new campaign strategies.

Sports marketing in Latin America will face a different playbook during the FIFA World Cup 2026, according to a new analysis from Latam Intersect. The firm says the expanded tournament format, combined with prime-time scheduling for the region and more digital consumption, will change how brands plan media, content and real-time engagement.

The 2026 edition will feature 48 national teams, 104 matches and three host countries. FIFA projects more than 6 billion people will follow the tournament in some way, Latam Intersect said. For Latin America, the firm highlights the added weight of having 10 regional teams qualified, alongside the region’s historical performance in the competition.

Latam Intersect argues that the LATAM fan base is now younger and more active online, with a predominant age range of 22 to 33 and strong Gen Z and millennial presence. The company cites data indicating 41% of fans already watch matches via digital platforms and 51% use social media while watching on TV, turning each match into a continuous “second-screen” engagement window.

“In 2026, the fan is already in the middle of a conversation that never stops. Brands that show up with a prepared post after the match are already too late,”, said Livia Gammardella, Head of Marketing and Digital de Latam Intersect.

The firm also breaks the audience into three archetypes—casual fan, devoted fan and “fanático”—and says brands often underperform by treating the World Cup audience as one segment. It adds that women fans and fans arriving through pop culture, memes and music are growing audiences that global campaigns frequently miss.

A major difference versus the 2018 and 2022 tournaments is match timing for the region, with most games expected to land in prime time for Latin America, the company said. “A World Cup in prime time was exactly what retail needed. People will not watch the matches alone: they will gather with family, order food, buy products. The brand that uses cultural intelligence to understand the localized rituals of its fan will build far more connection than it could expect”, said Claudia Daré, socia y cofundadora de Latam Intersect.

The company said it has published a related eBook on platform behaviors across Instagram, TikTok and X, alongside market-specific audience data and planning framework

The post Latam Intersect flags prime-time World Cup 2026 as a reset for LATAM sports marketing appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Claudia Daré partner and co-founder of Latam Intersect.

Sports marketing will change in Latin America during the 2026 World Cup

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The biggest tournament in history arrives with an unprecedented strategic window for brands: prime-time matches, more Latin American national teams, and an audience that is radically more digital and diverse.

The 2026 World Cup is not just the most ambitious edition in the tournament’s history. For Latin America, it represents a convergence of factors never seen in any previous edition: ten national teams from the region qualified, matches will air in prime time, and an audience that experiences football in ways that would have been unimaginable a decade ago.

With 48 national teams, 104 matches, and three host countries, FIFA projects that more than 6 billion people will follow the tournament in some way. For Latin America, whose national teams have won the World Cup 10 times, the competition arrives with a particularly strong emotional weight.

An audience that no longer watches football in silence

The profile of the Latin American fan has changed profoundly. The dominant age bracket today is between 22 and 33 years old, with a strong presence of Gen Z and millennials. This segment does not just consume the sport; it comments on it in real time, amplifies opinions on social media, and lives every match with a phone in hand.

The data is striking: 41% of fans already watch matches through digital platforms, and 51% use social media simultaneously while watching on television. This turns every match into a 90-minute window of continuous engagement, an opportunity that traditional communication strategies, designed for a passive consumer, are simply not built to capture.

“In 2026, the fan is already in the middle of a conversation that never stops. Brands that show up with a prepared post after the match are already too late,” says Livia Gammardella, Head of Marketing and Digital at Latam Intersect.

Three profiles, three different conversations

Not all fans are the same, and treating them as if they were is one of the most common mistakes in communication strategies for major sporting events. Audience analysis identifies three clearly different archetypes: the casual fan, who gets caught up in the spirit during important matches but disconnects if their team is eliminated; the devoted fan, loyal to their team and routines, who sees any brand opportunism as disrespect; and the fanatic, for whom football is identity and belonging, and who grants loyalty only to those who demonstrate a genuine connection to the sport.

To these three segments are added fast-growing audiences that global campaigns often ignore: women fans, whose digital engagement continues to grow steadily, and supporters who come to football through pop culture, memes, and music.

Prime time as a strategic window

One of the most significant differences from the last two World Cups is the broadcast schedule. In 2018 and 2022, the time zones of Russia and Qatar pushed matches into Latin American mornings or afternoons. In 2026, most matches will fall in prime time across the region, opening an opportunity that practically did not exist in recent editions.

“A World Cup in prime time was exactly what retail needed. People will not watch the matches alone: they will gather with family, order food, buy products. The brand that uses cultural intelligence to understand the localized rituals of its fan will build far more connection than it could expect,” says Claudia Daré, partner and co-founder of Latam Intersect.

The Latin American fan of 2026 is younger, more digital, and more diverse than in any previous edition. Digital platforms have shifted from being support channels to becoming the main stage. And while the conversation is global in scale, it is always local in content.

The tournament will unfold simultaneously on two screens. Instagram works as a visual archive and positioning channel. TikTok is where trends are born, rewarding native creativity over expensive production. X is the public square for minute-by-minute conversation, with relevance windows that close in a matter of seconds. And physical spaces, bars, fan fests, family gatherings, regain prominence that the schedules of the last two editions had reduced considerably.

Treating them as a single distribution channel is, according to specialists, the fastest way for a brand to go unnoticed.

The 2026 World Cup arrives with an architecture unlike any previous edition: more countries, more matches, more screens, and an audience that does not wait for kickoff to start the conversation. In Latin America, where football functions as a shared language across generations, social classes, and borders, the tournament promises to be a moment of cultural cohesion on a historic scale.

The post Sports marketing will change in Latin America during the 2026 World Cup appeared first on Americas iGaming & Sports Betting News.

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