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
INSIGHT VIRTUAL SPORTS - LEAP GAMING


also innovative and pleasant are the forces driving us forward.


What does 'cutting edge' mean for virtual sports in 2022?


Virtual sports are all about experience. Not only in terms of visualisation, but the whole gaming experience they offer to the users. One needs to consider all aspects of virtual sports and not just the animation. For us ‘cutting edge’ is a word synonymous to our product because we are always striving to offer the latest innovations technology has to offer.


We have our in-house animation department which uses the latest technologies to create our animations, we have our own UI/UX designers to make sure that every single detail of our offer is not only user friendly, but it is also innovating and create a fun overall experience for the user. We also create our own odds, and we make sure each user knows the RTP our games offer.


Further, we are considering the needs of our operators, and therefore all of virtual games interfaces are customisable to not only meet our operator needs but to also make them feel there are their own. We also offer gamifications features and bonuses on our games to enhance user satisfaction. So ‘cutting edge’ for Leap Gaming is the overall experience we offer to both operators and users and it is not only limited to technology.


Leap has upped its production of branded content. What are the tangible benefits of offering officially licensed and branded virtual sports titles?


One huge benefit for offering branded content is that they are easily recognisable by users, which brings them closer to a real sport feeling. Tey can relate with the product; it is something familiar and it enables them to experience ‘real’ virtual sports. Also, it enables us to differentiate from our competitors and create a loyal user base for our products.


One huge benefit is that we can use the real games logo, the real names of the teams involved, real graphics and all these do enhance to overall user experience. It takes a lot of effort to be able to use branded virtual games and it makes us proud we were able to do so.


Two years on from when the pandemic was at its peak and live sports came to a halt, have virtual betting volumes returned to pre-Covid levels or has the bar been raised?


Te bar has definitely been raised. Having no live sports during the Covid pandemic not only put virtual games to the spotlight, but it also showed their potential and their importance in the future development of the gaming industry. Times are continuously evolving and so does every sector of gaming. Virtual sports are now more visible, and they are becoming more popular.


Tis creates welcome pressure on our end P62 WIRE / PULSE / INSIGHT / REPORTS


“Operators are doing their best to promote virtual sports, but we are lacking behind in educating people of their importance to the gaming


industry. Virtual sports are now being viewed as second to real sports and as something to


have when the sports season ends, a mere replacement. So, they are seen as the backup for real sports. But virtual sports are more than that. They are their own entity, they are live 24/7, easily accessible, easy to understand and always fun.”


because we need to make sure we will not only meet the upcoming demands in terms of virtual sports, but in doing so ensuring our product remains top of the line. And Leap Gaming is up for the challenge.


Do you believe virtual sports capitalised fully on the unique opportunity of there being no live sports for a significant period during global lockdown?


No, I still believe there is a lot of room for improvement. Te Covid pandemic came without warning and even though virtual sports have been around for a while now, no one expected them to rise in popularity the way they did. But this was beneficial for us, as it allowed to rethink our product, our strategy and how to deliver a better product.


We now have better visibility of what people want and need in terms of virtual sports, what the operators demand virtual sports to produce and offer and what us as a company are asked to provide. We saw the demand, we are adjusting to it, with the promise to keep delivering ‘cutting edge’ products.


How have virtual sports graphics improved in recent years?


Using real world data helps a lot the believability of virtual sports taking place in a virtual environment. Te more data we collect and use from the real world, the more our players can feel that the game they are viewing is real.


Te main technological innovation that we use is capturing the motion of our subjects (MoCap) - which imitates the exact motion of our virtual actors (humans or animals) and applies it to the virtual realm.


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