search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
CASINOBEATS SUMMIT Intercontinental Malta, Malta May 23-25, 2023


Competitionlabs: iGaming experience? It’s lacking


Its increasingly tricky for operators to balance the level of content they are receiving with the speed at which players can consume. Whilst the games are advancing from a visual and performance


perspective, Matthias Ciappara, Chief Commercial Officer at real- time gamification company Competitionlabs, says regulatory and technology hurdles hinder the overall playing experience.


Matthias, a specialist area of yours is gamification. How do you see the future of gamification in iGaming?


I have some issues with the definition of gamification itself – ‘the utilisation of a game design element’. Gamification is mostly used in videogames. Fortnite uses gamification everywhere.


Secondly, what is a game design element? Let's say you are in a game and fighting against a boss. You need to do a difficult task and get rewarded for achieving it. Psychologically is that any different to when you are working hard at your place of employment to get a bonus?


When you consider what makes games engaging, it's the same things that make life engaging. Ultimately, how our brains react to things hasn't changed. What we're changing is how we deliver experiences. Psychology and behavioural science are in everything we do as humans.


Gamification is pure psychology: being able to create products that Leave a positive sentiment and emotional state that players can actually connect with. Humans are predictable. Gambling is a very innate behaviour. Everything we do is a gamble.


Is the iGaming industry as innovative as it once was?


It depends on how you define innovation and what aspect of iGaming you are looking at. As an overall playing experience, it's lacking.


If you look at the land-based side, there is a P88 WIRE / PULSE / INSIGHT / REPORTS


level not so much. Tis is because the same technology is being utilised.


Matthias Ciappara Chief Commercial Officer Competitionlabs


whole environment and experience around playing a game. Unfortunately, the iGaming side is constantly being bombarded with skins and excessive levels of content.


In terms of the games themselves, they are advancing significantly from a visual and performance perspective, but on an experience


Another issue iGaming faces is that games aren't on display for long enough on operator sites because more than 50 titles are being released every week. There are games being created with much better


retention mechanics than what is most popular, but they aren’t being given time to succeed.


Outside of the games, the gaming experience is the same as 10-15 years ago. Tis is for several reasons, but a large contributing factor is regulatory. If you operate in multiple jurisdictions, you are ultimately going to spend more time and investment trying to adhere to different sets of regulations than innovating.


Another issue iGaming faces is that games aren't on display for long enough on operator sites because more than 50 titles are being released every week. Tere are games being created with much better retention mechanics than what is most popular, but they aren’t being given the time to succeed.


Its increasingly tricky for operators to balance the level of content they are receiving with the speed at which players can consume.


The advent of AI in analytics means that igaming developers and operators have access to an even greater understanding of who their players are and how they behave. Is this data being properly utilised?


Not yet. Tere is a large difference between having insights and being able to action on them. Currently, the problem is we can extract a lot of insight but there isn’t the technology to action on these learnings and tweak accordingly in real-time.


When a player is having a negative experience, the technology can’t course correct quickly enough. We're getting there, but as an industry we're still struggling with segmentation models. Before we can action on AI and


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