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Three Game Worlds


Turning Content into a Growth Engine BGaming CMO Kate Puteiko explains how the studio’s Three Game Worlds strategy is


reshaping its approach to game development, dividing content into Casual, Entertainment and Classic categories designed around acquisition, engagement and retention - and turning a traditional games portfolio into a more targeted growth engine for operators.


Te sheer volume of casino content entering the market has created a familiar problem for operators: having more games does not necessarily make it easier to find the right game for the right player.


For BGaming, that challenge provided the starting point for Tree Game Worlds, a portfolio strategy that divides its content into three distinct categories. Casual games are designed primarily around acquisition, Entertainment slots around reach and engagement, and Classic slots around retention and longer-term player value. Rather than asking operators to navigate a catalogue containing hundreds of titles, the aim is to identify the commercial role individual games can perform.


“A catalogue puts the whole job on the operator,” explains Kate Puteiko, CMO at BGaming. “Here are 300 games - figure out which one does what and which your players prefer. But an operator’s business is a cycle: bringing players in, converting them, keeping them, growing their value and potentially moving them towards other games.”


BGaming’s conclusion was that its existing portfolio was already performing different jobs within that cycle. What was missing was a structure that made those functions explicit. Importantly, Tree Game Worlds is not simply a marketing exercise. BGaming has organised its development teams around the same divisions, giving each group different objectives and measures of success. “We have dedicated teams behind each of these directions, with focused goals,” says Puteiko. “Not all games perform equally because some bring new


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players but might not be as strong financially, while others are really good at building GGR but are not for new players.”


CASUAL: REMOVING BARRIERS TO ACQUISITION


For Casual games, the priority is reducing friction. Puteiko believes the opening seconds of the player experience are critical. Players need to understand almost immediately what they are being asked to do and how they can win. Tat means borrowing some of the accessibility associated with mobile and familiar board-game mechanics, while ensuring games remain technically lightweight enough to perform across markets where connectivity and device quality may vary.


“If a player has to learn something before they can enjoy it, you’re losing traffic you’ve just paid for,” she says. “Te mechanic has to be readable instantly.”


Yet simplicity does not mean creating identical products. Te challenge is finding enough differentiation to attract attention without introducing complexity that undermines the accessibility that makes Casual effective in the first place. It’s this thinking that has also brought affiliates and media buyers much closer to BGaming’s development process.


Fishing Time, developed with TopX, illustrates the approach. Puteiko points to a combination of a universally understood fishing theme, lightweight technical performance and development informed by affiliate input. Te objective was not merely to create a game and


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