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BOS op-ed: “Svenska Spel’s betting company must be sold by the state”

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Dagens Nyheter – Sweden’s largest morning paper – today published an op-ed signed Gustaf Hoffstedt, Secretary General of The Swedish Trade Association for Online Gambling. Hoffstedt is urging the government to sell the betting and online casino part of the governmental gambling operator Svenska Spel.

We are pleased to bring you the English version of the editorial which you can read in full below:

Sell Svenska Spel

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Since 2019, Sweden has had a licensing system for gambling companies. Anyone who wants to operate in the Swedish gambling market must have a state license. As of 2019, there are two types of gambling markets; partly a monopoly that mainly offers lotteries, for example, the popular Trisslotten. In this market, private profitmaking gambling companies are not allowed to operate. Partly a commercial competitive gambling market that mainly offers online casinos and betting, for example betting on horses and football. In this market, private commercial gambling companies can apply for and be awarded a license to operate in the Swedish gambling market.

Through Svenska Spel, the state is active in both of these markets, but now the time has come to divest Svenska Spel Sport & Casino, i.e. the part of the company that is active in the commercial, competitive gambling market.

Around 70 gambling companies are fighting for market share in the part of the gambling market that is open to competition and offers online casinos as well as betting on horses, football, other sports, and even who will win the next parliamentary election or Schlagerfestivalen. One of these companies is stateowned: Svenska Spel. It is difficult to find arguments for continued government commercial involvement in that market.

Normally, the state usually engages in business activities when the market itself has failed, above all in terms of competition. There may be too few players in a market and the few that exist may have too dominant a position for competition to function. Then the state steps in as a commercial actor with the ambition of countering that market failure. However, no one who has followed developments in the Swedish gambling market can claim that there is too little competition between the 70 companies that operate in competitive gambling. Competition is fierce and would remain so even in the absence of the state as a commercial casino operator and bookmaker in betting.

Another argument for conducting stateowned commercial gambling activities could be a desire to act as an example for all other companies on the market, for example in not producing as much gambling advertising as the competitors. Anyone who has followed Svenska Spel’s marketing since the reregulation knows, however, that the company is one of Sweden’s largest advertisers in all categories, i.e. including gambling but also other large advertising buyers such as grocers and car manufacturers. Svenska Spel’s extensive advertising purchases rather force the private gambling companies to make larger advertising purchases on their part than would otherwise have been the case.

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“A stateowned gambling company that operates in direct competition with others is, in principle, like any other gambling company,” says the government investigation from 2017, which was the basis for the Swedish reregulation of the gambling market. That’s exactly how it is; Svenska Spel Sport & Casino has exactly the same license as other gambling companies. They follow exactly the same responsible gambling regulations, and they do it no better or worse than their competitors. They pay exactly the same gambling tax as all other gambling companies. Therefore, the logical consequence already became apparent to the Gambling License Investigation six years ago: “The conclusion is, according to the investigation, that the best alternative would be to divest the competition part.” [A reregulated gaming market, SOU 2017:30, p. 34]

So the only remaining question is why hasn’t the company been sold yet?

Perhaps an argument for keeping the company under state auspices could be its return to the state. But the idea is of course not for the company to be liquidated, but on the contrary to be sold to the highest bidder and then continue to be run, albeit privately. With the same requirement to pay gambling tax.

Not entirely surprisingly, there is a classic division here between political parties on the right and the left. Parties on the left view positively that the state owns companies and runs businesses, while parties on the right do not. This is also the case in this matter, and before the reregulation, the center-right parties had to waive stricter demands for the divestment of Svenska Spel Sport & Casino in order for the Social Democratled government to agree to introduce the gambling license system we have today.

Now that time is over and we have a new government, which together with the Sweden Democrats forms a majority in the Riksdag. The moderates have long advocated a divestment of Svenska Spel Sport & Casino, as have the Sweden Democrats. The voters who have given the center-right parties the power to rule Sweden have very reasonable expectations that the government will now move from words to action.

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This is really nothing new for a center-right government. The last time Sweden had such a government, it concluded that the fact that the Swedish state had then become one of the world’s largest producers of alcohol was not in line with the government’s idea of what a state should do. Thus Vin & Sprit AB was sold in 2008, with the Absolut brand, for 55 billion kronor to France’s Pernod Ricard, which still runs the business for the benefit of Scanian grain farmers, among others.

It is now high time that our own contemporary anomaly, the state’s role as a casino operator and bookmaker, found an end. And unlike the longawaited introduction of gambling licenses, which took place at the initiative of the Social Democrats, it would be desirable for this to happen during a center-right wing government in power. What else should it have the power for, if not to implement what it said in opposition it wanted to do?

Gustaf Hoffstedt
Secretary General, The Swedish Trade Association for Online Gambling

[Gustaf Hoffstedt is among the speakers of the Prague Gaming & TECH Summit which will be held between 29-30 March 2023. More details about the summit can be found here.]

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FANDOM DECODES THE TUG-OF-WAR FOR FAN ATTENTION BETWEEN GAMING & ENTERTAINMENT COMPANIES IN 2024 INSIDE ENTERTAINMENT STUDY

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Study Identifies a New Target Audience – The “Switchers” – and Why Dramas Could Be the Next Big Gaming Franchise

 

Forget the gaming vs. entertainment narrative. Fandom, the world’s largest fan platform, today released its annual Inside Entertainment study which reveals a nuanced reality: fans crave both immersive gaming worlds AND timeless storytelling across tv and film, NOT one or the other. Leveraging first-party data from Fandom’s extensive platform – 350 million monthly unique visitors, 45 million pages of content and 250k fan-powered wikis – coupled with a global study, Inside Entertainment: The Entertainment & Gaming Tug of War goes beyond industry headlines to:

  • Understand the dynamic coexistence between the gaming and TV/film industries
  • Identify a brand new audience – the “Switchers”
  • Detail why dramas and book adaptations present a huge opportunity to be the next hit video game franchise

“Every industry analysis refers to the battle for fans’ attention across entertainment and gaming but we’ve found that it’s not an either or. In fact, combined, entertainment and gaming experiences strengthen fan connection and deliver incremental engagement,” said Stephanie Fried, CMO of Fandom. “Understanding the interplay between these mediums is key to building authentic and enduring fan experiences; and understanding the value and role of each medium is essential for developing powerful marketing messaging to attract and retain fans.”

Key Findings

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  • 67% of fans are spending the same or more time consuming content or playing video games, but their behavior is shifting:
  • 33% are spending less time on cable or in theaters – and the number one activity they’re switching to is gaming (59%

Switchers’ refers to the audience moving away from watching movies & binging TV shows in their free time to do other activities. Outside of gaming, switchers are also spending time:

On social media (47%), reading (56%) and doing hobbies (37%)
With 56% of the switcher audience spending time reading, it presents an opportunity to re-engage this audience and pull them back into the ecosystem with new content strategies, like book-to-game or book-to-film cross over adaptations

But don’t worry entertainment companies. Just as gaming is the #1 activity for entertainment fans, watching TV and movies is the #1 activity gamers turn to when taking a break from gaming – which means these industries are inevitably intertwined and could benefit from joint endeavors or conquest/win-back strategies

Drama could be #1 untapped genre for gaming companies to explore when looking for their next big hit. Our data uncovers that drama fans who also game gravitate towards genres like:

  • Role-Playing (RPG): 73%
  • Adventure: 72%,
  • Simulation: 62%,
  • Sandbox/Open World: 62%,
  • Puzzle: 60%

Gaming wins on super serving the emotional needs of fans, identifying a niche area streamers & studios should not only be aware of – but double down on:

  • 82% of gamers think video games are more interactive & engaging than movies and TV
  • 59% feel more accomplished when playing a video game
  • 53% like that they have more control in the story when playing video games
  • 45% feel more invested in the storylines in video games

Top 3 Takeaways For Advertisers and Marketers

1. Gaming is a Friend vs. a Foe

  • Despite common misconceptions, there is a true symbiotic relationship between the gaming and entertainment industries – they both serve different emotional needs for fans and can actually complement each other – with the right fan strategy.
  • Therefore, if studios, networks and streaming companies cater to the distinct emotional desires of their specific audiences, they can successfully influence a fan’s choice between mediums and content types and build out a more robust conquest strategy for both retention and acquisition.

2. Sway the Switchers

  • Switchers are the audience entertainment companies should be first and foremost targeting in this “tug of war” to capture fan attention, because switching to watching TV & movies is the first activity gamers engage in after they stop playing.
  • This underscores the importance for entertainment companies to develop strategies that resonate with these “switchers.”

3. Find your Niche

  • With the growing intersection between gaming and entertainment, it’s crucial for studios, networks, and streamers to align on a gaming strategy that drives viewer engagement and retention.
  • While many entertainment companies know they need a focus on gaming to drive their business forward – how and where are often barriers. Developing a gaming-specific fan strategy by finding niche pockets in the vast ecosystem – like targeting drama fans or creating book adaptations – is key for reaching a high affinity target at scale.

For an interview with a Fandom executive to discuss the study in more detail, please contact Rachelle Savoia at [email protected]

Methodology

The 2024 Inside Entertainment study regionally analyzes the dynamics between diverse forms of entertainment based on a survey of 5,500 entertainment and gaming fans aged 13-54 These insights were validated and deepened through Fandom’s proprietary, first-party data from 2024 – more than 350 million monthly unique visitors, 45 million pages of content across 250,000 wikis. This methodology provides a 360-degree view of franchises and fan interest across the entertainment and gaming landscape through the eyes of Fandom.

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BOLDPLAY TITLES DEBUT ON MARATHONBET

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Over 50 innovative titles have been added to the popular online betting platform’s casino game line-up.

Boldplay, the renowned developer of premium online casino content and innovative casino software solutions, has announced that it has formed a new partnership with Marathonbet that will see its full suite of 100+ titles added to the operator’s casino game line-up, with 50+ of those games available now.

As a result of the deal, games from Boldplay’s state-of-the-art slot selection and range of virtual scratch cards have already been added to Marathonbet’s lobbies, but the provider will also be offering table games, virtual bingo and keno releases on the platform going forward.

Marathonbet is currently licensed by both the government of Curaçao and the Directorate General for Gambling Regulation in Spain, with a further internet gaming concession from the Customs and Monopolies Agency (ADM) also enabling it to provide services to Italian players.

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As such, the collaboration will now enable Boldplay to offer its titles to audiences in a wide range of global markets, many of whom will not previously have seen the signature range of Boldplay jackpots and engaging free spin features that have made the provider such a huge hit with fans.

Of the Boldplay games now available on Marathonbet, a standout highlight is the MMA themed Brute Force, which offers a choice of two hard-hitting bonuses and currently ranks as one of the studio’s most successful slots to date.
Speaking on the new partnership with Marathonbet, Boldplay Commercial Director Gary Francis said: “We’re very happy to have teamed up with Marathonbet in a move that will see our cutting edge game collection reach new audiences in a number of important markets around the world.

“With a wide range of Boldplay slots, scratch cards, table games and bingo and keno releases now available on the platform, our line-up already has something for everyone and will continue to get even stronger as we announce new releases in 2024. We hope that Marathonbet customers enjoy all that we have to offer and look forward to seeing how our games perform on the platform.”

 

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BMM INNOVATION GROUP TO SHOWCASE COLLABORATION WITH INTERNATIONALLY ACCLAIMED MASTER CHOCTAW ARTIST DG SMALLING AT INDIAN GAMING ASSOCIATION (IGA) TRADE SHOW APRIL 10-11

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The Company to Unveil Original Artwork Focused on BMM’s Mission to Protect Tribal Gaming and All Who Play

BMM Innovation Group (“BIG”, “BIG Group”, or the “Company”), a technology conglomerate providing world-class services and cutting-edge solutions to the global gaming industry through BMM Testlabs, BIG Cyber, and RG24seven Virtual Training, today announced a collaboration with internationally acclaimed Choctaw Nation Master Artist DG Smalling celebrating BMM Innovation Group’s relationship with Tribal suppliers, regulators, and operators. The artwork will be showcased at the IGA tradeshow April 10-11 at the Anaheim Convention Center in BIG’s Booth No. 628.

Smalling is best known for his single-line, continuous drawing technique in which his pen never leaves the paper until the image is complete. The piece he created with BIG is called ‘Hand to Hand’, representing the vital relationship between the BIG Group and Tribal gaming. Smalling will be giving away signed reprints of the piece from 2-4 pm on Wednesday, April 10 in BIG’s Booth No. 628.

BIG’s Chairman and Chief Executive Officer Martin Storm said, “We are honored to be able to work with such an internationally celebrated and recognized Tribal artist, DG Smalling, to create artwork that reflects our deep roots in Tribal gaming and the importance of the BIG companies in protecting Tribal gaming and all who play through best-in-class product testing and certification, cybersecurity protection solutions, and compliance-grade training.

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Smalling said, “I was excited to create this piece for the BMM Innovation Group. This artwork depicts the role of BMM as an agency of quality control to protect Tribal sovereignty from outside intervention; the intersection of Tribal nations, Indian Gaming, and BMM as a day-to-day presence securing Indian Gaming integrity, and thereby, its sovereignty.”

Prior to his collaboration with BIG, Smalling had already made a name for himself in the gaming industry. In 2022, he achieved the distinction of being the first artist to fully collaborate with a slot machine manufacturer when he teamed up with Incredible Technologies to launch Class II slot games showcasing his art. In addition, Smalling has played a key role in spearheading a number of corporate-indigenous partnerships with leading companies like Amazon, Gary Platt Manufacturing, Emser Tile Native Narrative Series, and APMEX. Smalling holds the distinction of being authorized by the Delaware Nation of Oklahoma — through statute — to create on their behalf.

Smalling’s art and honors include the Department of the Interior’s Operation Lady Justice; featured artist at Epcot Disney World: State of Oklahoma Centennial Show in 2007; Grand Palais “Salon du Dessin et de la Peinture á l’Eau” in Paris in 2011; and National Museum of the American Indian “Choctaw Codetalkers Celebration” in Washington, DC in 2012. In addition, Smalling has been commissioned to paint several portraits, including U.S. Justice Sandra Day O’Connor, U.S. Congressman Tom Cole, and Sir Tony Blair, the former Prime Minister of the UK, among many other notable dignitaries. Some of Smalling’s notable commissions include APMEX Coins’ Asian Zodiac Series: Year of the Dragon (2024) ; APMEX Coins’ Grand Buffalo (2023); and Lady Justice of California Proclamation (2020). For more information, visit dgsmalling.ai.

 

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