Before that, animators had to painstakingly attempt to imitate the motion onto their subjects, which was very time consuming, costly, and rarely achieved believable results.
In addition to that - new lighting, shading, and rendering techniques have been developed to help advance the look of our virtual worlds to become way more realistic than before. Physical light calculations take place these days and the outcome is much more convincible.
Will virtual sports ever provide a similar standard of visuals to the latest generation of video games, or is the architecture simply not there?
At Leap gaming we are capable of such innovation, and we are always aiming on improving our visual according to the latest technology. Te future is here, and it is nearer for its implementation on virtual sports. Creating such visuals will amplify the user experience and it will take virtual sports to a whole new level.
On the other hand, we need to understand our audience and their needs. Virtual sports have just been recently popularised due to various reasons and people are still getting used to them and their value to the market.
We are constantly analysing what our users what to experience in terms of visualisations and the whole product and we are adjusting our product accordingly. Te change will come, and it will recreate the sensation of video games, but careful steps need to be taken towards that direction.
Are virtual sports solely striving for ultra- realism, or can virtual sports offer greater variety than that? Does realism necessarily have to be the goal?
Te goal must always be user satisfaction. Obviously ultra-realism plays a crucial role in virtual sports and how they are perceived by users. But animation is only one aspect of the overall picture. Our goal at Leap is to offer ultra- real animation but without cutting back on the whole user experience. Te whole package is the one that will define one from the other.
By whole package I refer to the animations, odds, easy and fun to use interface, all aspects of the game visible and simple (settings, bet-slip, betting history, placing a bet, cash outs etc).
We want our users to have fun and enjoy our virtual sports, so we focus on every aspect of their user journey. One can easily just focus on ultra-realism but that will mean lacking behind in the whole product. Here at Leap Gaming we are constantly aiming for the bigger picture.
Leap recently partnered with INEOR to produce ‘GOOOAL’ – a 3D virtual football lottery game for Swisslos, Switzerland’s online gaming platform and national lottery. How did the agreement come about?
We found INEOR to be a great partner and with great capabilities, so we teamed up to have this collaboration where we utilise our 3D and technical advantages on the virtual sport side, and INEOR contribute with their great technical
capabilities from their side to produce this great football product.
What synergies do lotteries and virtual sports share?
Tey both share the excitement of winning. Users are attracted to both because they feel that with a small risk involved there is the potential for big rewards. Always in terms of responsible gaming, users to have the ability to win big in both virtual sport and lotteries. Also, they complement each other perfectly.
Users go to the website to choose their selected lottery numbers, and while thinking about it, they can easily switch to virtual sports, spend some time there and then continue with their lottery picks. Tis way the website of more engaging, offers the users more possibilities for fun and it serves great the operator as well.
Could you tell us more about Leap's Make It Your Own tool?
We at Leap understand the importance for operators to offer games with their brand and coloration, so the Make It Your Own tool allows exactly that , it allows operator to customise our games to their brand coloration so when it is being offered on the operator website the game look and feel is as part of the website.
Are operators doing a good enough job to promote and market virtual sports? Where should virtual sports be positioned?
Tis is a huge discussion. 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.
Tey are their own entity, they are live 24/7, easily accessible, easy to understand and always fun. Also, the users can engage with the games and know the results within minutes. No need to wait for a long period of time, virtual sports are all about fun and speedy delivery of results. Virtual sports are complimenting real sports and vice versa and this is the message we all must aim to project.
Virtual sports are here to stay and as I said before they will play an essential part in the development and longevity of the gaming industry.
Leap was the first virtual sports provider to introduce in-play betting, on-demand, cash- outs, and dynamic odds to the market. What's the next innovation in virtual sports?
Te next innovation is to better understand our users and realise we need to meet certain demands. For instance, the younger generation is used to seeing a different interface than the old generation. We need to adjust to that. We believe the next big thing in virtual sports is how to display virtual sports, deviate from the norm and start offering something new. I cannot reveal too much here without exposing our future plans I am afraid.
WIRE / PULSE / INSIGHT / REPORTS P63
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