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The proposition is already being tested commercially. Live casino supplier Eeze has become the first supplier to utilise Studio in a Box as it looks to expand its proprietary content into slots. Using Yggdrasil’s framework also gives Eeze access to its wider distribution network.
The first games are expected towards the end of the year, with the partnership ultimately targeting a release cadence of two games per month. For Curwen, Eeze demonstrates the demand among established gaming businesses for greater ownership of their content strategy without the cost and complexity of creating a conventional development operation.
The implications could extend well beyond companies already established in other areas of gaming.
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Across some 8,000 pachinko parlours in Japan, machines filled with metallic balls fill expansive spaces, similar to slot machines on a casino floor. Winning balls are tallied and exchanged for non-cash prizes at the parlour, which can then be taken to nearby third-party exchange outlets for cash.
“Pachinko is a huge part of the culture,” says Leckert. She explains the “ease of walking into a pachinko parlour” is irreplaceable.
The sheer scale of pachinko underscores Japan’s complex relationship with gambling. Valued at around $130 billion in 2020, the industry represented roughly 2.5% of Japan’s GDP, highlighting its significant place in the country’s leisure economy.
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At the signing ceremony, Gyeonggi education chief An Min-seok emphasised the immediacy of the issue: “To effectively respond to youth gambling problems, close cooperation between the Office of Education, which best understands the school environment, and specialised prevention and treatment institutions is necessary.
He added: “I hope this agreement does not remain a mere event but leads to the implementation of practical policies.”
Korea joins many other markets, including Ireland, which in July initiated a national campaign aimed at helping parents and guardians recognise and respond to underage gambling. The campaign will be disseminated through video-on-demand services, radio, digital audio networks and social media platforms.