Interactive LIVE CASINO - MOBILE/TABLETS
Smartphone screens are generally increasing in size and HD video and 4G technologies are greatly improving the player experience. When we released our new smartphone UI recently we added full-screen HD Video Mode on supported devices and a choice of two camera views.
As a result, smartphones are coming into their own as the primary access device for Live Casino for some customers and for certain demographics. And, as I will explain later, mobile generally (tablet and smartphone) is proving to be very effective as a channel for acquiring new Live Casino customers.
But as I said before, there isn’t a wholesale shift from desktop to mobile; it’s about licensees pro- viding a seamless experience across multiple channels and devices and fitting in with players’ lifestyles and needs. At Evolution we aim to pro- vide a seamless offering across all devices. The UI
is consistent and familiar, which makes it easy for players to switch between devices. Each game is optimised specifically for each device, so the gameplay on tablet and smartphone mirrors that on desktop. Perhaps most importantly, we don’t view mobile as a separate market. When we make a game available on mobile we ensure that all tables are available, not just one or two. Our mobile players don’t get a dumbed-down service – they are getting the full choice of available tables for a given game whichever device they choose to play on.
Without doubt, the most interesting trend to emerge is around the complementary use of devices and the impact that has on player behav- iours and on KPIs such as playing session dura- tions, wagering and revenue.
Many people had concerns that the introduction of mobile play would take away from desktop
The most interesting trend to emerge is around the
complementary use of devices and the impact that has on
player behaviours and on KPIs such as playing durations.
and result in shorter playing sessions and a con- sequent drop in revenue. But what we are wit- nessing overall is the exact opposite: all our fig- ures point to incremental growth, with longer playing sessions, higher average spends and, in many instances, the use of mobile triggering an increase in desktop use as well.
For example, player session times are typically 5% longer on mobile devices than on desktop, and
1 2 1
Page 1 |
Page 2 |
Page 3 |
Page 4 |
Page 5 |
Page 6 |
Page 7 |
Page 8 |
Page 9 |
Page 10 |
Page 11 |
Page 12 |
Page 13 |
Page 14 |
Page 15 |
Page 16 |
Page 17 |
Page 18 |
Page 19 |
Page 20 |
Page 21 |
Page 22 |
Page 23 |
Page 24 |
Page 25 |
Page 26 |
Page 27 |
Page 28 |
Page 29 |
Page 30 |
Page 31 |
Page 32 |
Page 33 |
Page 34 |
Page 35 |
Page 36 |
Page 37 |
Page 38 |
Page 39 |
Page 40 |
Page 41 |
Page 42 |
Page 43 |
Page 44 |
Page 45 |
Page 46 |
Page 47 |
Page 48 |
Page 49 |
Page 50 |
Page 51 |
Page 52 |
Page 53 |
Page 54 |
Page 55 |
Page 56 |
Page 57 |
Page 58 |
Page 59 |
Page 60 |
Page 61 |
Page 62 |
Page 63 |
Page 64 |
Page 65 |
Page 66 |
Page 67 |
Page 68 |
Page 69 |
Page 70 |
Page 71 |
Page 72 |
Page 73 |
Page 74 |
Page 75 |
Page 76 |
Page 77 |
Page 78 |
Page 79 |
Page 80 |
Page 81 |
Page 82 |
Page 83 |
Page 84 |
Page 85 |
Page 86 |
Page 87 |
Page 88 |
Page 89 |
Page 90 |
Page 91 |
Page 92 |
Page 93 |
Page 94 |
Page 95 |
Page 96 |
Page 97 |
Page 98 |
Page 99 |
Page 100 |
Page 101 |
Page 102 |
Page 103 |
Page 104 |
Page 105 |
Page 106 |
Page 107 |
Page 108 |
Page 109 |
Page 110 |
Page 111 |
Page 112 |
Page 113 |
Page 114 |
Page 115 |
Page 116 |
Page 117 |
Page 118 |
Page 119 |
Page 120 |
Page 121 |
Page 122 |
Page 123 |
Page 124 |
Page 125 |
Page 126 |
Page 127 |
Page 128 |
Page 129 |
Page 130 |
Page 131 |
Page 132