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Introducing new verticals to the online casino space

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FunFair Games made its debut in 2020 to take advantage of the non-traditional games vertical including crash and multiplayer content. Since its inception, the company has experienced a great level of traction, and recently boosted its management team to help further scale the business and enhance its product pipeline. Carlo Cooke was appointed Commercial Director just over six months ago and speaks to European Gaming about his experience with the company and the challenges and opportunities with introducing new products in a crowded marketplace.

What are the biggest challenges in selling-in non-traditional content to operators?

Whilst there are undoubtedly top performing non-traditional games already in the market, the vertical is still very much in its infancy in contrast to slots. There is not even really an established vocabulary with some operators referring to the genre as crash or arcade, and others as non-traditional or even just games. This also means that there isn’t necessarily a natural home for the games in the casino lobby yet, and they are often positioned amongst slots. As we are somewhat targeting a different demographic to the slot player (although our content appeals to this audience as well), we believe that this causes some confusion.

Larger operators with their own technical infrastructure are able to substantiate a dedicated tab for non-traditional games, further supported by significantly larger acquisition/CRM budgets. In other words, they can afford to experiment. In contrast, smaller operators may be more limited in their capacity to position or market this emerging content.

The approach that we are taking is to share our learnings and to educate and inform both operators and players on a localised and market relevant level.

Are you finding that operators are slow/reluctant to accept new and different verticals?

Not at all! It’s quite the opposite in the sense that our content is genuinely something new and innovative, and for that reason, it is in high demand. Casino and content managers are always on the lookout for the next big thing, and multiplayer experiences, which help to create an authentic sense of community, are currently extremely sought-after. We find this really encouraging and it keeps the creative juices flowing in the FunFair Games workshop.

I also take the view that there is immense job satisfaction (both from a B2C and a B2B perspective) in being the first to market with an innovative product, or the first to experiment and get it right. This is why I believe this vertical is so appealing and exciting at the moment. Whilst slots are still the core for many operators, we’re definitely in the middle of a sea-change at the moment. I believe the foundation of the non-traditional vertical has been laid, and we’re finding that more operators have the appetite to test our content within their respective audiences, and across their target markets.

When speaking to operators, what are the biggest frustrations that you hope to solve for them when it comes to innovative new content?

We believe that Gen Z and Y simply do not engage with slots in the same way as previous generations. As this younger audience is continuously emerging in the iGaming space, it creates an opportunity for operators to provide a new experience, one which is akin to meeting the high expectations of that demographic. One of our core values is to fill this gap by creating more social (as opposed to solitary), and more active (player driven volatility) games, whilst keeping them simple and engaging. In addition to this, we’ll also be exploring new features and tools in the coming months ahead!

You have expanded into a few new markets in 2022, what’s next on the agenda?

It might be late in the year, but there is still a lot more to come from FunFair Games. It’s true that this year saw us increase our presence in key markets, such as the UK, Italy and Belgium to name a few. This momentum is still truly ongoing and we’ll aim to make the most of the last remaining weeks of the year from a distribution point of view, as well as celebrating the launch of new customers. There is currently a genuine buzz at the studio for our roadmap next year. We’ve recently hired a new Head of Game design and Math who is working hard with our CEO to produce some incredible games which will be available for our clients in the near future so watch this space!

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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