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The wider opportunity is to reduce some of the fragmentation operators face. Splash Tech’s jackpots and free-to-play products complement RubyPlay’s free spins, rewards, missions and tournaments, while remaining capable of supporting third-party content rather than being fenced inside a single studio’s games.
What changes is the support behind that business. Wilson says Splash Tech is moving from the resources of a 20-person company to those of a group of around 300, adding depth across licensing, compliance, finance, technology, product and business intelligence. In his characteristically understated phrasing, each area has had “rocket fuel injected into it”.
RubyPlay’s broader licensing footprint and distribution also give Splash Tech access to operators and markets it could not have pursued efficiently alone.
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Yashin points particularly to comparisons with crash games, whose similarly short rounds make them a natural benchmark. A Swipe Games round lasts around eight to 10 seconds, but player behaviour can be markedly different.
Across markets in Latin America, Europe and Asia, Yashin says the average stakes for swipe games display a pattern closer to sports betting than crash gaming. In one market, the average Swipe Games bet was 20 times higher than the average crash-game bet with the same operator.
Retention has provided another encouraging signal. Depending on the market, Yashin says day-one, day-seven and day-30 retention can range from around the crash-game benchmark to between five and 10 times higher. The number of rounds played during a session can also be significantly greater.
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While thousands of new casino games reach the market every year – with research suggesting the number of releases is growing by around 10% each quarter – volume does not necessarily equate to variety. Developing something genuinely different means taking a risk, while the industry’s familiar practice of reskinning existing games, or adapting mechanics and concepts that have already proved successful, offers a much safer commercial proposition.
For James Curwen, chief executive at Yggdrasil, the tension between the industry’s need for fresh content and the commercial realities of producing it goes to the heart of the challenge.
“The industry has a content problem,” he says. “There are thousands of games being released and too many of them are variations of something that already exists.