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For Wilson, the bigger point is not who else may follow, but why operators need these tools in the first place. Splash Tech was built to help operators make existing content portfolios work harder, using free-to-play experiences and a supplier-agnostic jackpot engine to drive engagement, retention, cross-sell and lifetime value across casino, sportsbook and third-party content.
Jackpots and free-to-play may be very different propositions, but Wilson judges both against the same unromantic measure: whether they produce value for the operator.
For free-to-play, that process can begin before the customer has committed money. “It’s about building muscle memory, providing achievable incentives to players and gamification,” Wilson explains. By lowering the barrier to participation, a free-to-play game can provide an accessible first interaction with an operator, while repeated play builds familiarity and creates a reason to return.
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He also pointed to the self-exclusion mechanism adopted by the government.
“The debate about prohibition will remain open in the country for the next few years,” he said. “It will be an institutional debate between the Supreme Court, Congress and the executive branch.
Durigan did not indicate that the government would prohibit the activity.
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For Yggdrasil, Game in a Box and Studio in a Box are therefore intended to become more than tools for its own development operation. Curwen envisages them supporting a wider creator ecosystem, although he acknowledges that proving the model commercially must come first.
“We’re still early,” he says. “The priority is to prove the model properly; make sure the games perform and demonstrate that it works commercially. If we do that, I think the opportunity is significant.”
Five years from now, Curwen expects the development landscape – and the studios operating within it – to look markedly different.