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Greentube Thomas Graf - Problem Solver


Twenty-five years after I first met Thomas Graf in Gumpoldskirchen, Greentube's CEO sits down with me to retrace a career spent anticipating technological change, challenging established models and finding solutions to problems the industry often had yet to recognise.


From NOVOMATIC's difficult entry into the UK and the earliest experiments with online gaming to the acquisition and transformation of Greentube, disruption in Germany, diversification, social gaming and the convergence of land-based and online, Thomas Graf explains why innovation has always begun with the same question: what problem are we trying to solve?


Tere is a pleasing symmetry to sitting down with Tomas Graf in Vienna in 2026. Greentube is celebrating its 25th anniversary, while it’s also approximately 25 years since we first met at NOVOMATIC's headquarters in Gumpoldskirchen, at a point when neither of us could have predicted how dramatically gaming would change during the quarter-century that followed. Te industry we discussed then was overwhelmingly land-based.


Smartphones did not exist. Online casino was embryonic. Social casino had yet to become a category. Omnichannel wasn't an industry buzzword because the channels that would eventually need connecting had barely been created. Tomas Graf has spent much of the intervening period solving the problems created by those changes. During a long conversation at Greentube's Vienna headquarters,


what emerges isn't a career built around one grand prediction of where gaming was heading. Instead, what’s apparent is an ability to recognise when circumstances have changed, understand why an existing model no longer works and keep experimenting until another one does. Tis instinct runs through his recollections of NOVOMATIC's early years in the UK, the first attempts to bring land-based games online, the acquisition of Greentube, the explosive digital arrival of Book of Ra, the collapse of a crucial German market and the subsequent diversification of the business.


Today, it informs his thinking about social gaming, regulation, AI,


server-based technology and a future in which the distinction between land-based and online gaming becomes increasingly difficult to sustain. Twenty-five years on, the technologies have changed enormously, but Tomas Graf's fundamental question has remained remarkably consistent: what is the problem, and how do we solve it?


Tomas, when we first met 25 years ago, neither of us could have known how dramatically this industry would change. Looking back, has your career unfolded anything like you expected? At the beginning, it wasn't foreseeable. Tere was more of a linear direction to what was happening at the time, but then unforeseen technological changes occurred and started pushing the industry in completely new directions. Sometimes those changes were surprising and they could happen very quickly. My reaction was always that we had to jump on the opportunity. Innovation has really always been the driver for me - doing something


new rather than simply continuing with something because it is already established. What I discovered about gaming is that it is a very dynamic industry. It can initially be sceptical about new possibilities, but it is also very open to innovation and trying new things. Tat unpredictability is what makes it interesting, and so much of it is driven by technology -


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