GameAccount Network, developer and supplier of enterprise-level B2B gaming software and online gaming content, has given some context to the popularity of its Simulated Gaming product with news that 135 billion virtual credits were wagered in December.
The announcement comes in the week prior to GameAccount’s appearance at ICE (stand N2-310) where it is anticipating significant interest in the social gaming product which allows players to purchase virtual credits enabling them to play their favourite slot and table games on a website which may be connected to a land-based casino.
Commenting on the level of interest Commercial Director Daniel Lindsay said: “I have gone on the record as saying that Simulated Gaming has the potential to be the online phenomenon of 2015 and the interest we are receiving from land-based casino operators ahead of ICE is substantial. It (Simulated Gaming) allows operators to effectively lift their casino floor and represent it online, with all of the associated benefits of increase patron-visitation on-property and the generation of meaningful levels of new income from an online channel. It’s perfect for land-based casinos that want to offer a form of online gaming in an environment prior to real money gaming legislation being in place.”
Lindsey added: “What’s important for a casino licence holder is that they do nothing to jeopardise their licence, so we work with the operators and regulators to ensure that Simulated Gaming is fully understood as a proposition and also comply with any harm minimisation measures which need to be included in the offering. What’s critical to remember with Simulated Gaming is that it is ‘Gaming,’ not ‘Gambling’ and there’s a fundamental difference there.”