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Not making progress

Yordan Petkov, Product Owner at Silverback Gaming, talks about some of the unique challenges studios are facing when developing slots for the US market
Momentum is starting to build behind legal online casino in the US, with a growing number of states rolling out regulatory frameworks and awarding iGaming licences to operators. This is creating a significant market for studios to explore, with increasing demand among operators and players for new and exciting slot content.
This opportunity has not gone unnoticed by studios that have made their name in the European market, with many now turning their attention to North America. But those that think the slots that top the charts in the likes of the UK, Sweden and Italy will be as successful in the US are mistaken.
The US is a very different market when it comes to culture and player expectations. Added to this are the regulatory requirements that studios must ensure their games comply with. This means not being able to launch slots with certain mechanics and features, and this in turn makes for a challenging environment in which studios must produce games that hit the spot with players.
The classics are always the best:
At the moment, players seem to be drawn to the slots they recognise from the gaming floors of their favourite land-based casinos in Las Vegas and beyond. I’m talking about slots such as Cleopatra and Wheel of Fortune. Online casinos stock these games as it is a great way to transition players online for the first time via titles they are familiar with and trust.
But as the market matures, player expectations will change with more complex games coming into favour. Of course, modern slots with gripping mechanics and engaging bonus features will also have greater appeal among the lucrative but hard-to-reach Millennial and Generation Z audiences, which operators will want to tap into via their online offerings.
However, the US presents a unique challenge for studios to overcome in that states have specific regulations that relate to the features that are and are not permitted in online slots. In particular, there is a ban on progressive features that are carried over several spins. In short, each spin is seen as an independent game round so all features must begin and end within that spin.
So, what does this mean? No progress bars, no collectables, no multipliers or free spins that build as the game plays out. Essentially, all the things that make modern slot games so exciting to play. This is leaving studios with a bit of a conundrum – how to hold the player’s attention for longer periods when any potential progression made in a single spin is lost on the next spin.
The clock is ticking:
This is forcing studios to think outside of the box, and that of course is a good thing. The key is to come up with concepts, mechanics and features that build high levels of anticipation into a single spin. This can include things like offering a second chance to win on every base game bet – this is something that we have done with our ClockwaysTM mechanic.
The way it works is that the outer symbols rotate clockwise, changing the symbol positions to create more, bigger wins in a way that keeps players on the edge of their seats.
Another tactic studios can look to explore is adding progression into multi-round bonus features such as free spins. With free spins usually lasting eight rounds or more, there is scope to bring in elements of progression here with any progress made reset once the bonus round comes to an end. This is easier said than done and requires super-smart mathematicians to create the models behind such mechanics while ensuring compliance with regulatory requirements.
But it’s not just the gameplay where studios can try new things. There is plenty of room to be creative around themes, design, sound and even narratives and characters that run through the game. US players are drawn to a wide range of slot themes, from magic to the Wild West as well as dragons, farming, sports, Egypt and Norse.
There is so much that can be done here to take these classic themes and elevate them through stories, characters, striking artwork and immersive sound. While the gameplay is always crucial to engagement, so too is the look and feel of the game.
Of course, the ultimate success of a game requires all of these factors coming together – theme, design, sound, math and gameplay. The US does present some unique challenges for studios to overcome, but those with the right teams in place will be able to work together to create compelling slot games that are fully compliant with the rules in each state.
It’s a tough hurdle to clear, but it’s what makes the US market so interesting for studios.
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DraftKings Reports Second Quarter Revenue Growth of 37% to $1513 Million

DraftKings Inc. announced its second quarter 2025 financial results. The Company also posted a second quarter 2025 business update and a slide presentation on the Investor Relations section of its website at investors.draftkings.com.
Second Quarter 2025 Highlights
For the three months ended June 30, 2025, DraftKings reported revenue of $1513 million, an increase of $408 million, or 37%, compared to $1104 million during the same period in 2024. The increase in the Company’s second quarter 2025 revenue was driven primarily by continued healthy customer engagement, efficient acquisition of new customers, higher structural Sportsbook hold percentage, and sportsbook-friendly outcomes. Revenue of $1513 million, net income of $158 million, and Adjusted EBITDA of $301 million in the second quarter set new records for the company.
“We set records for revenue, net income and Adjusted EBITDA in the second quarter, driven by an acceleration in revenue growth to 37% year-over-year. We are pleased to be maintaining our fiscal year 2025 guidance, with revenue expected to be closer to the high end of our range, highlighting the strength of our platform as we prepare for an exciting new state launch,” said Jason Robins, DraftKings’ Chief Executive Officer and Co-founder.
“We remain focused on investing in key growth initiatives across the organization to maximize shareholder returns over the long-term. In addition to our investments, we repurchased 6.5 million shares through our stock repurchase program in the first two quarters of this year,” said Alan Ellingson, DraftKings’ Chief Financial Officer.
Monthly Unique Payers (MUPs) increased to 3.3 million average monthly unique paying customers in the second quarter of 2025, representing an increase of 6% compared to the second quarter of 2024. This increase reflects strong unique payer retention and acquisition across DraftKings’ Sportsbook and iGaming product offerings and the impact of the acquisition of Jackpocket. Excluding the impact of the acquisition of Jackpocket, MUPs increased by 5% compared to the second quarter of 2024.
Average Revenue per MUP (ARPMUP) increased to $151 in the second quarter of 2025, representing a 29% increase compared to the same period in 2024. The increase was primarily due to improvement in the Sportsbook hold percentage and improved promotional reinvestment for Sportsbook. Excluding the impact of the acquisition of Jackpocket, ARPMUP increased 30% compared to the second quarter of 2024.
Fiscal Year 2025 Guidance
DraftKings is maintaining its fiscal year 2025 revenue guidance of $6.2 billion to $6.4 billion, which the Company previously announced on May 8, 2025. The Company is on track to deliver revenue closer to the high end of this range due to sportsbook-friendly outcomes in the second quarter as well as continuing strength across our core value drivers. Fiscal year 2025 revenue guidance equates to 32% year-over-year growth based on the Company’s fiscal year 2024 revenue and the midpoint of the Company’s fiscal year 2025 revenue guidance range.
DraftKings is maintaining its fiscal year 2025 Adjusted EBITDA guidance of $800 million to $900 million, which the Company previously announced on May 8, 2025. The Company is on track to deliver Adjusted EBITDA near the midpoint of this range.
The Company’s guidance now includes anticipated financial impacts from DraftKings launching mobile sports betting in Missouri later this year.
In addition, the Company’s guidance now includes anticipated financial impacts from higher tax rates in New Jersey, Louisiana, and Illinois.
The Company’s guidance for fiscal year 2025 does not include the potential launch of a Prediction Markets offering.
Mobile Sports Betting and iGaming Footprint
DraftKings is live with mobile sports betting in 25 states and Washington, D.C., which collectively represent approximately 49% of the U.S. population. DraftKings expects to launch its Sportsbook product in Missouri pending market access, licensure, regulatory approvals, and contractual approvals where applicable.
DraftKings is also live with iGaming in 5 states, which represents approximately 11% of the U.S. population.
DraftKings is live with its Sportsbook and iGaming products in Ontario, Canada, which represents approximately 40% of Canada’s population.
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bet365 Announces Official Launch in Kansas

bet365 has announced its official launch in Kansas, bringing its award-winning sportsbook to the Sunflower State.
Customers across Kansas will have access to bet365’s comprehensive suite of sports betting markets, competitive odds, and innovative features.
This milestone in bet365’s US expansion sees Kansas join Arizona, Colorado, Iowa, Illinois, Indiana, Kentucky, Louisiana, New Jersey, North Carolina, Ohio, Pennsylvania, Tennessee, and Virginia as the fourteenth live state.
A bet365 spokesperson said: “We are thrilled to bring the bet365 experience to sports fans in Kansas.
“With our industry-leading product, user-friendly interface, and a reputation built over two decades, we’re excited to provide Kansans with a trusted and dynamic platform for their sports betting entertainment.
“We’re focused on proving to customers that with our Bet Boosts, the fastest In-Game product, and Same Game Parlays, it’s Never Ordinary with bet365.”
Gaming
Global Gaming League Launches New Era of Competitive Video Gaming with T-Pain vs. NE-YO Showdown and More

The Global Gaming League (GGL) announced its first season of year-around competitions titled SZN Zero. Backed by entertainment visionary Clinton Sparks and Grammy-winning artist and streaming icon T-Pain, the GGL is the first-of-its-kind, multi-title, live-action gaming entertainment league, where professional gamers, influencers, and casual players compete side-by-side in front of live audiences in Las Vegas and available globally on major platforms. Teams compete in popular game titles ranging from Call of Duty and Rocket League to Tetris and Street-Fighter.
Each event will feature two celebrity owned teams made up of four players each – high profile influencers, actors, athletes, artists, and both professional and casual gamers – facing off in four round matches covering four different genres. Superstar hosts and half time shows from major artists will turn up the entertainment factor. SZN Zero events will take place in Las Vegas, building up to a championship match in November live from the iconic Palms resort and casino, and the Global Gaming League will continue with SZN One in 2026.
SZN Zero’s first competition on August 23rd will feature T-Pain’s team Nappy Boy Grizzlies against three-time, Grammy award-winning hitmaker NE-YO and his Gentleman’s Gaming Team – finally facing off after months of social media trash talk and rivalry about who’s better at Tekken. The event will stream live on the GGL’s YouTube channel and other major platforms.
T-Pain, who is GGL’s Director of Strategy, was the league’s first team owner. NE-YO joins previously announced owners Flavor Flav and Bryce Hall along with Gillie Da Kid & Wallo.
“We wanted to build something that brought gamers from different backgrounds and cultures together in a unique way that was equally fun and competitive. With SZN Zero, we will introduce an authentic and relatable form of entertaining competition that will converge music, fashion, celebrity, and culture bringing the biggest form of entertainment in the world – video gaming – to the masses,” said Clinton Sparks, Founder and CEO of the Global Gaming League.
“Gaming is just as important as music or any other sport, to me. NE-YO had some words for me on socials, I heard enough of what he had to say and felt it was time to show him that I actually do this. But honestly I’m just ready to have some fun with my friend, because bottom line, that’s what gaming is all about. Now folks will just have to see what happens on August 23rd when we face off in Las Vegas at the GGL SZN Zero launch,” said T-Pain.
NE-YO responded: “Honestly, I was trying to connect with T-Pain to maybe be part of his team but when he kept blowing me off and then I saw that video of him talking about my lips, I decided the only way to get his attention would be to call him out. Now, we’ll see just how good he really is – or isn’t – when we go head to head.”
World-class Publishers such as Activision Blizzard, Bandai Namco, Capcom, EA, Tetris, and Ubisoft have all agreed to allow GGL to use some of the most popular and challenging games during SZN Zero, attracting a new audience and offering viewers a unique and compelling gaming experience. In addition to YouTube, the Global Gaming League SZN Zero will be available on other major streaming platforms in partnership with Dooya Media Group.
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