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Sportradar delivers sports content and coverage above 2019 levels

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Innovative approach to sports products and tournaments drives surge in coverage despite lack of traditional sports

Sportradar, the global provider of sports content and intelligence, today released figures showing that they had sustained their delivery of sports content and coverage despite the lack of live sports globally due to COVID-19, even managing to increase the overall coverage levels compared to the same period last year .

So far in the month of April, there has been an 11% increase in its available sports content compared to April 2019, with coverage of approximately 24,000 matches in total worldwide. In a typical month, Sportradar provides live coverage for approximately 20,000 matches. As a result, Sportradar’s Live Odds coverage is up 30%, while Live Data is up 20% compared to this time last year.

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This significant achievement reflects Sportradar’s rapid response to the current absence of live sports and increased appetite for alternative content from customers. The company has pivoted its business to focus on developing a range of innovative and non-traditional sports products, in addition to continuing to partner with leagues around the world.

Sportradar’s Chief Executive Officer, Carsten Koerl said: “Innovation is the cornerstone of our company. During this time, we have been able to quickly adapt to change and constantly evaluate and re-evaluate the products and services we are offering. We’re pleased to have been able to utilise our technological expertise, comprehensive sports data and sports partnerships across the world quickly to continue to help our customers deliver entertainment and engagement with additional live content and coverage.

New products and content include:

Simulated Reality

The first completely AI driven product simulating the event data from major professional sports matches which the company delivered from concept to live in 10 days. Simulated Reality taps into Sportradar’s AI and machine learning capabilities to create and deliver a sports betting experience which is as close to real life as possible.

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On the first day of its launch, Sportradar saw approximately 250 clients sign up to the soccer service. Cricket has since been released with other sports, including tennis, to follow soon.

Virtual Sports

Sportradar recently added to its Gaming Solutions portfolio with the release of the Euro Cup 2020. Euro Cup 2020 has been built using motion capture technology, allowing fans to experience the sights and sounds of this virtual football tournament creating a fan and betting experience as close to real-life as possible.

Innovative live sports tournaments

Through its partnerships with leagues and federations across the world, Sportradar has supported the creation and curation of a number of live tournaments. This includes darts, tennis and table tennis events, such as the International Tennis Series Presented by SportsEdTv, Brazil Autumn Cup Table Tennis and PDC Darts at Home. Sportradar is also providing coverage for live sports events that are still currently going ahead and will resume its comprehensive coverage of live sports globally as they return.

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Electronic Leagues

Through its network of partnerships, Sportradar has added three high profile properties to its electronic leagues offering. The events include the Brazilian Confederation of esports (CBES) Pro Player Cup, Uruguayan Federation of Virtual Football (FEFV) Pro Club League, and the Russian Premier League (RPL) Cyberleague Pro Series.

Numbers Betting

Outside of sports, Sportradar also provides the most comprehensive pre-match lottery betting solution on the market. The product offers coverage around the clock, with more than 10,400 draws per week from over 165 real State Lotteries worldwide.

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PAGCOR chief honored at 2025 Asia Gaming Award

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Philippine Amusement and Gaming Corporation (PAGCOR) Chairman and CEO Alejandro H. Tengco received on Tuesday, March 18, the inaugural Regulatory Landmark Award during this year’s Asia Gaming Awards at the Grand Ballroom of Shangri-La, The Fort in Taguig.

The Regulatory Landmark Award, a newly added category to the prestigious Asia Gaming Awards, was bestowed upon the PAGCOR chief for his significant contributions to the growth of the Philippine gaming industry.

In his acceptance speech, Mr. Tengco acknowledged the efforts of the PAGCOR team and industry stakeholders, emphasizing that the recognition was a testament to their dedication, resilience, and commitment to regulatory excellence.

“This award reaffirms our efforts in fostering a well-regulated gaming sector in the Philippines,” he said. “It will serve as an inspiration for all of us to continue shaping an industry that is not only profitable but also ethical, sustainable, and beneficial to the communities we serve.”

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Under Mr. Tengco’s leadership, the Philippine gaming industry posted a record-breaking gross gaming revenue (GGR) of Php410 billion in 2024 – a 25% increase from the previous year’s GGR.

Likewise, PAGCOR recorded unprecedented revenues of Php112 billion in 2024, a 41% growth year-on-year.

The Asia Gaming Awards, now on its fifth year, recognizes the achievements of key players and leaders in the gaming industry across the region.

The post PAGCOR chief honored at 2025 Asia Gaming Award appeared first on European Gaming Industry News.

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Gaming industry earns Php410 B despite POGO ban – PAGCOR

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Despite the implemented ban on Philippine Offshore Gaming Operations (POGO), the gaming industry in the country continues to boom, according to Philippine Amusement and Gaming Corporation (PAGCOR) Chairman and CEO Alejandro H. Tengco.

In his keynote address at the ASEAN Gaming Summit in Manila, Tengco said the country’s Gross Gaming Revenue (GGR) will rise to Php410 billion in 2024, up 25% from the Php329 billion GGR in 2023.

“As offshore gaming exits, PAGCOR recognizes that the future of Philippine gaming will continue to become more technology-driven,” he said. “This is why PAGCOR will continue to closely regulate electronic gaming while ensuring strict oversight to combat illegal operators.”

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The PAGCOR chairman emphasized that while land-based casinos contributed Php201 billion—almost half of the total GGR in 2024—revenue from the E-Games and E-Bingo sector grew significantly, grossing Php154.51 billion, 165% higher than in 2023.

“We partly attribute the strong performance of the local gaming industry to the strategic policy adjustments that we have implemented, such as the gradual reduction of fee rates for E-Games since 2023,” Tengco’s explanation.

He said that in 2023, PAGCOR was charging 50% to 55% license fees which was an obstacle to the increase in operators. “But effective January 1, 2025, our fee rates for E-Games stand at only 30% of GGR,” he added.

As a result, more operators have come under regulation, voluntary closures of businesses have been avoided, and the profits of licensed companies have been maintained. Also as a result of the said reforms, the E-Games sector reached its target of Php100 billion in GGR revenue as early as September 2024. Tengco also mentioned PAGCOR’s focus on more intensified “responsible gaming programs” to promote a “more sustainable and ethical gaming industry.”

“We wish to assure our industry stakeholders that even as we strive for greater success, responsible gaming and market integrity will continue to be at the heart of our efforts,” Tengco said.

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The PAGCOR chief is also fully confident in the direction of the industry.

“The best days of Philippine gaming are still ahead of us, and we look forward to working with all of you to shape what comes next,” he said.

The ASEAN Gaming Summit, organized by Asian Gaming Brief, serves as a platform for industry leaders to discuss trends, challenges and new opportunities in the region’s gaming landscape.

Translated article.

 

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The post Gaming industry earns Php410 B despite POGO ban – PAGCOR appeared first on European Gaming Industry News.

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WVU Hosts Inaugural Responsible Gaming and Digital Entertainment Symposium

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West Virginia University (WVU) made history on Monday by hosting its first-ever Responsible Gaming and Digital Entertainment Symposium. 

The event, organized by WVU’s Esports Business and Entertainment Program, brought together distinguished speakers from industry and academia to discuss ethical and responsible growth within esports, sports gambling, and digital entertainment industries.

The symposium was sponsored by Playtech, Continent 8, Play’n Go, IC360, Defy the Odds, and Absolutebet, and featured discussions on key topics such as “Regulation and Research Combine to Create a Safer Environment,” “Consumerism in iGaming, Esports, and Traditional Sports,” and “Women and Underrepresented Populations in Esports, Sports, and Entertainment.”

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Krisztina Kalla, Head of Regulatory Affairs and Compliance at Absolutebet, emphasized the importance of the event, stating: “This symposium was the first step of something truly impactful, and we’re excited to continue our partnership with WVU to create many more groundbreaking events. Together, we’re paving the way for a future that introduces students to responsible gambling practices and opens doors to the world of iGaming.”

Kelly Kehn, Founder of Defy the Odds, highlighted the necessity of collaboration between key stakeholders: “What an honor and privilege to join the staff and students at WVU’s inaugural Responsible Gaming and Digital Entertainment Symposium. If we are to create a sustainable industry that creates jobs in our communities and innovation for our customers, collaboration between legislators, educators, and businesses must occur. It was inspiring to participate as WVU leads the way on this front.”

Jeremie Kanter, Director of Regulatory Affairs at Continent 8 Technologies, and David Brace, Principal of Innovation and Technology at Continent 8 Technologies, echoed this sentiment: “It has been a privilege to participate in the inaugural Responsible Gaming and Digital Entertainment Symposium. This initiative marks the beginning of an innovative and impactful approach to leveraging data through a distinctive partnership model that includes the state lottery, industry, and academia, with the purpose of safeguarding and supporting the state’s gaming participants while fostering the growth of the broader entertainment sector.”

Jonathan Doubilet, a key industry participant, praised the event’s collaborative nature: “I was honored to participate in the Responsible Gaming and Digital Entertainment Symposium in West Virginia. The event provided a unique opportunity to bring together industry leaders, scholars, and students to discuss how industry stakeholders can work together to build a sustainable and responsible digital entertainment sector.”

West Virginia Delegate Shawn Fluharty (D-Ohio) was also in attendance to discuss the Responsible Gaming and Researching and Industry Development Act, which was passed during the 2024 legislative session. This legislation allows for the collection of anonymized gambling data to be used for research at WVU.

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Fluharty expressed his hopes that this initiative will position West Virginia at the forefront of the expanding gaming industry, while providing research opportunities and career pathways for WVU students.

As WVU continues to expand its Esports Business and Entertainment Program, which began offering a Bachelor of Arts degree last year, the university aims to lead the way in responsible gaming research and digital entertainment innovation.

 

The post WVU Hosts Inaugural Responsible Gaming and Digital Entertainment Symposium appeared first on European Gaming Industry News.

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