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Prague Gaming & TECH Summit 2025 (25-26 March)

Interviews

Exclusive Q&A with Paul Sampson, CEO of Lickd

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One quick thing that came to mind after conducting the interview was: this man knows the industry. So Ladies and Gentlemen, meet Paul Sampson, CEO of Lickd.

For starterrs, Lickd is a micro-licensing and music solutions company that caters to the creator economy. If that sounds obscure, jump straight to the interview, where Paul Simpson talks in simple terms about Lickd and the present and future of the online music industry.

Q. Let’s start with a brief personal profile. Tell us about your background and career?

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A. I’ve been working in music licensing since 2005. I’ve worked specifically with stock music, commercial music, and more recently, exploring ways of strengthening the creator economy.

For around five years, straight out of university, I worked in television at a small production company, climbing through the ranks. Throughout this time, I encountered the difficulties of licensing music several times, and so began to take an interest in understanding the nuances and problems that needed solving.

I’d gotten to know several renowned music licensing companies, and in 2005, one of them, Extreme Music, offered me a job in New York and with that, I followed my passion and began my career jump into the music industry. Within about two and a half years in the role, they relocated me out to Los Angeles as the Head of US.

In 2010, a new role brought me back to Europe and I was a key figure in launching the European arm of another U.S. music licensing company. This time, it was not just stock music, but a focus on more commercial music, and unsigned independent acts.

After this, I knew it was time to start acting on the music opportunities that were becoming more prevalent with the boom of the creator economy, and so following that channel, Lickd was born in 2017.

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Q. Now let’s move on to Lickd. What led you to found Lickd?

A. Two words led me to found Lickd: Creator Economy. As social media became more prevalent in everyday life in the late 2000’s, the opportunities for music and creators were plentiful and so Lickd was born. A few years later, as the effects on the media landscape following the pandemic have increased the creator economy twofold, we see even more opportunities to continue to seize the moment, and the market.

Lickd is the first music company to ever develop a major music solution for content creators of all kinds. We licence music from major labels and publishers, including current music that’s in the charts and make it available for licensing, legally. Our unique software protects our users on the platform that they place music on, for example, YouTube and Instagram. Platforms like YouTube have built in music recognition software that identifies popular music being used in content, and presumes that all music uses are some sort of infringement of copyright, therefore, persecuting the creator and attempting to police them out of earning revenue.

Lickd’s software is really the magic solution that the platform sits on top of to ensure that not only can creators licence the music but that they’re taken care of and we’re protecting their revenue all the way through to the end of the content journey.

Q. What is Lickd’s specialty? 

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A. What sets us apart is that we are unique in our offering. We’re working with 10,000+ labels and publishers that are linked to the Lickd platform, including Universal, Warner, Sony, BMG and Kobalt. To engage labels and publishers like that and to preclear their music for any content vertical is something that was once largely thought impossible, but Lickd has made it happen and is helping to secure new revenue streams for creators globally.

Q. Could you talk about your work with key gaming powerhouses?

A. Gaming is obviously an enormous industry, bigger than music and film combined. Any content vertical with that sort of reach has a huge platform, a huge audience to work with and promote music too.

In terms of how Lickd got together with Fortnite and Epic Games; essentially music became part of their engagement strategy, and they started paying more attention to it. Senior teams were asking key questions like: ‘how can we work with artists’ and ‘what sort of artist does our audience want to hear within a game’?

With this comes complexities around licensing and demographics. Gamers who are also content creators often live stream their content or create highlights videos for YouTube. At Lickd, we already know that in-video music on YouTube is an issue and so we collaborate with Fortnite to bridge that gap so that gamers can enjoy the wonderful events that are put on for them, while also being able to then promote and share that content in the ways that they normally would.

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Whether this is for ancillary income or additional income on top of a salary, if content creation is a full-time job, Lickd protects creators on those platforms, to enable a more effective creation and lifecycle process for the content they’re publishing.

Q. Could you briefly narrate the content deals you have with music companies and bands?

A. Over the past five years we’ve built a platform that is made up of popular music from 10,000 labels and publishers, including Universal, Warner, Sony BMG and Kobalt. We also work with lots of independent distributors. There’s around 1.4 million songs on Lickd, and another 6 million delivered and waiting to go live. The vast majority of them would be emerging acts and we certainly do our best to help and encourage discovery on the platform.

Q. In what ways does Lickd help creators to monetise their content?

A. I think it’s important to outline that wherever there is opportunity for the music industry online, it will require some sort of micro licensing commercial model, and some sort of proprietary tech, either to enable the licensing or to protect the end user.

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That’s where Lickd is perfectly positioned. Our mission is to democratise music for the world’s creators. Our first product looked at creators as video content creators, but as the world changes and the digital landscape evolves, creators will also include builders in the metaverse and big brands on social platforms.

Q. How do you see the possibility of an AI text-to-background-music generator?

A. There’s various ways that AI will impact music. It’s something we’re following closely and it would be foolish for anyone to suggest that any part of the music industry isn’t already seeing some element of business being affected directly by AI. So far we’ve seen AI generated songs, well known songs of one artist being sung in the AI voice of another, and the fact that chords and melodies can be created by simply inputting into an AI, and we’re always expecting more.

The uptake of AI in music creation won’t be instant, but at some point, creators will become of faith with smart tools that allow them to generate music through these new means for use in videos. Although, once created, that music will still need to be licensed, and there will be commercial models that give users access to the tools and/or licensing opportunities for the music created by said tool.

In the metaverse, there will be music collaboration spaces and music  production event areas or venues. Generative AI is useful for creating ‘music stems’, and building a sort of catalogue of music elements that can then be used by people collaboratively to start making an entire song – something that was not happening in the past.

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An AI can continuously keep churning out new beats and new melodies and new riffs and new instrumental sounds, and people will get together to create music on the fly, and that will require AI generative tools at some scale. I think you’ll see things like musical skins, where Avatars might want their own soundtrack or music identifier. How do I know someone entered the room? Well, I just heard their music handle to signify they’re here. Like boxers have ring walks, there’ll be a version of that somewhere in the metaverse.

We know that there are music metaverses and venues, and metaverse platforms based around music creation already, and there are others on the way. A good example of this is Pixelynx, Deadmau5’s music based metaverse platform. He founded the platform, one that was completely based around the music, but then was acquired by Animoca Brands, a brand with a broad portfolio of web3, blockchain and traditional games, which is a huge web3 holding company, so from launch to exit, Deadmau5 did very well out of the partnership.

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Interviews

The difficult second album

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Nik Robinson, CEO at Big Time Gaming, talks about the challenges studios face when it comes to sequel slots such as its just-launched Danger! High Voltage 2.

 

Congratulations on the launch of Danger! High Voltage 2. Tell us more about the game and what players can expect.

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Thanks! We’re absolutely thrilled to launch Danger! High Voltage 2—it’s an electrifying sequel we think fans of the original will love. When we released the first Danger! High Voltage, the response was phenomenal, and players kept asking for even more high-octane action. So, we set out to turn things up to 11 with this release.

The game cranks up the excitement with our Megaways™ engine, giving players up to 117,649 ways to win on each spin. The base game is supercharged with volatility and powered by the MegaDozer, perched right above the reels, ready to drop Scatters, Wilds, Multipliers, and other electrifying surprises into play. Then there are the two fiery free spin bonuses—Fire in the Disco! and Danger Danger!!—designed to keep players on the edge of their seats.

And, of course, it wouldn’t be Danger! High Voltage without the unforgettable soundtrack by Electric Six! Get ready for some serious foot-tapping and headbanging because this game truly brings the heat.

 

How does the second instalment differ from the original Danger! High Voltage slot you launched back in 2017?

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This time around, players are transported to an electrifying thrilling industrial scene, and introduced the groundbreaking mechanic MegaDozerTM mechanic sitting up top, ready to unleash Scatters, Wilds, Multipliers, and surprises.

It’s amazing to see how much slot game design has evolved since we launched the first game in 2017, and Danger! High Voltage 2 is a testament to that evolution. This time, we’ve built it around our Megaways™ engine, which amps up the gameplay with up to 117,649 ways to win on every spin.

We’ve also kept the player choice element for the Free Spins round, but we didn’t just stop there. Fire in the Disco! and Danger Danger!! are brand-new bonus features that make every spin a symphony of excitement. It’s a whole new level of Danger! and a thrilling way for players to experience just how far we’ve come in delivering cutting-edge slots.

 

What made the iconic song from Electric Six the perfect soundtrack for creating a slot game around?

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When we set out to create Danger! High Voltage 2, we knew we had to keep the core essence that players loved—the name and that iconic Electric Six soundtrack—but from there, this game is a totally new beast.

It’s insanely catchy and the perfect soundtrack for spinning the reels. For me, it stirs a strong feeling of nostalgia, taking me back to the early 2000s when the song was riding high in the charts. The more I listened to it, the more I became convinced it would be huge fun to create a slot game around the song. The lyrics lend themselves to bonus features (Fire in the Disco! Danger Danger! Or the original High Voltage & Gates of Hell), and the disco theme works really well as an online slot because it is so visual and colourful. With the original, we were able to capture the essence of the song and bring it to life, which is why Danger! High Voltage became a runaway success. Danger! High Voltage 2 turns the volume up to the max and we fully expect it to rise to the top of the charts, just like the original did.

 

Just how hard is it to launch a follow-up to a hugely successful slot game? What are the main challenges in doing so?

Launching a follow-up to a hit like Danger! High Voltage is no easy feat—it’s a bit like making the sequel to a blockbuster movie. You need to build on the experience offered by the original game, keeping true to the core theme and gameplay while making sure it offers something new and different. Stick too close to the original and it won’t deliver the excitement players are seeking, move too far away from it and you can end up with a significant disconnect from the original. But we reimagined the visuals and mechanics, integrating our Megaways™ engine as it adds massive win potential with up to 117,649 ways to win and to keep the gameplay engaging. We took risks with a completely new mechanic MegaDozer™ and introduced two brand-new free spin features, Fire in the Disco! and Danger Danger!! which had to be meticulously tested to ensure they deliver the right blend of fun and volatility. It becomes a bit of a balancing act whereby you need to keep core elements the same or similar and then bring in new elements that take the whole package to the next level. It’s easy to see why the second album is often the toughest for musicians.

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Big Time Gaming seems to have cracked the code when it comes to sequel slots with the recent launch of Bonanza Falls so you must have been able to overcome these challenges.

We’re fortunate to have such strong original titles like Bonanza and Danger! High Voltage as a foundation for our sequels, but make no mistake—it all starts with the team’s incredible work in crafting these iconic games in the first place. When you have a solid base, it gives us the freedom to innovate boldly. For instance, with sequels like Bonanza Falls and Danger! High Voltage 2, we introduced fresh mechanics like MegaDozer™, Win Exchange™, Bonus Coins, which add entirely new dimensions to gameplay. These features aren’t just updates; they’re true evolutions that deliver exhilarating experiences and keep players coming back.

Our team embraces these challenges head-on, bringing excitement and a touch of fun to every sequel we produce. And while these games build on the legacies of the originals, they’re crafted to stand tall on their own merits. Bonanza Falls and Danger! High Voltage 2 don’t just rely on the reputations of their predecessors—they’re outstanding games in their own right, designed to thrill players new and old alike. It’s about creating something fresh while capturing the magic that made the originals so beloved.

The post The difficult second album appeared first on European Gaming Industry News.

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Interviews

Exclusive Q&A w/ Radek Pšurný, CEO at Match Hype

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Match Hype has just won two industry competitions. Talk us through your product.

Match Hype brings engagement from social media platforms like TikTok and Instagram into the sportsbook. Our technology automatically turns raw sports data into short videos full of sports and betting insights. We have the capacity to create up to a million videos daily in more than 30 languages. We also provide hosting and streaming of the videos, and we track everything in the video thanks to our own player. The high level of video experience and the scale make us unique in the market, and we believe that this innovation is extremely needed in the industry—and the judges in the competitions probably agree with us.

 

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What technologies are you leveraging to deliver such a cutting-edge tool/product?

We have more than six years’ experience in developing dynamic video solutions for clients like Microsoft, HBO, and SAP, and a decade in high-end video production for similarly well-known clients. Match Hype is the essence of this. We have developed our own robust cloud infrastructure that enables us to work on a huge scale. We can also leverage the integration of third-party solutions that help us make the video content rich and engaging. The AI boom came at the right time to help us make the experience for the viewer even better.

 

Who is Match Hype aimed at?

We focus mostly on sportsbook operators, where we think we can bring the biggest value. But we also have clients on the affiliate and media side. Our “competition” at the moment are creative professionals who are able to create one video at a time. To cover hundreds or thousands of events daily, you need huge manpower. With Match Hype, you don’t need that—it’s all automated. Anybody who appreciates this level of efficiency will benefit.

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The end users are any sports fans who enjoy engaging videos. So basically everybody.

 

Has this industry been slow to embrace video content and unlock the potential it offers? If so, why?

It’s hard for us to talk about the whole industry, as we haven’t been part of it for that long. But iGaming feels like a conservative industry where only truly meaningful innovations make it. Fingers crossed for Match Hype being one of them. We are confident because of our track record in other industries, and mostly thanks to the results of our dynamic videos that are already used by significant igaming industry players.

 

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What makes video content so effective at customer acquisition? How can Match Hype be used in this regard?

People just love video content. In the last review, TikTok said that the average user spends around 90 minutes a day on their platform. Platforms like Spotify used to be music and podcasts only; now they are full of videos. You just can’t ignore that. Video killed the radio star, and a static sportsbook is next to die.

 

And what about retention? How can it be used to keep players engaged and coming back for more?

Imagine that a 30-second video gives you the exact insights to help you make a betting decision without spending dozens of minutes on different resources to gather all the information. People don’t want to read anymore. This is probably an even bigger strength of Match Hype than user acquisition.

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What can we expect from Match Hype in the coming months?

We will establish Match Hype as an industry standard for dynamic video content. We’ll bring many more sports like tennis, basketball horse racing and. We are preparing real-time video use cases—for example, half-time updates in football—and new distribution channels like integration directly into streams. The potential is huge. Stay tuned.

 

Any final thoughts?

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For the last year, we have talked with literally hundreds of iGaming experts, investors, and executives. Almost every one of them sees fan engagement as a huge topic in the upcoming months and years. And video will definitely play a key part in it.

Video says more than a thousand words. Give it a go—watch one of our 30-second videos and see for yourself.

The post Exclusive Q&A w/ Radek Pšurný, CEO at Match Hype appeared first on European Gaming Industry News.

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Fantasy Sports

Will Booth: blending the best of fantasy and sports with Pick’Em Player Props

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For those that might not know, can you give us a brief overview of Pick’Em Player Props?

In simple terms, the new Pick’Em Player Props product from WA.Technology is almost like a hybrid between fantasy sports and sports betting. In the same vein as traditional player props products that you see in traditional sports, players can select markets on individual players – we have just taken that model and elevated it.

During the game, players can make between two and six bet selections. For example, will Erling Haaland score more or less than 2.5 shots? The number of bet selections the player makes then determines their multiplier. By allowing bettors to unleash their sporting knowledge and provide engaging games for them to play, we are helping our operator partners to not only engage with a wider player base but also to fuel long-term retention. It really is a one-of-a-kind product and one we’re incredibly excited about. It’s already proving to be a top performer in LatAm.

 

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Why has now been the right time to unveil Pick’Em Player Props?

Over the last few years, we’ve seen significant growth in the number of player proposition products. There are several reasons for that. Sports fans have shown a growing affinity for individual players rather than a team. They follow players on social media and engage with content featuring that player.

This reflects the wider trend we’re seeing: the new generation of fans is more in love with the players than the team itself. A great example of this is both Lionel Messi and Cristiano Ronaldo. Bettors worldwide would wager on either of those players and engage with their content regardless of which team they played for or what club they supported.

The appetite for player-driven betting is increasing dramatically, resulting in a greater demand for products specifically tailored to individual athletes.

With more traditional sportsbooks, however, we’ve found that there isn’t as much depth of product regarding player propositions – aside from goal scorer markets. We wanted to change that – we wanted to deliver a fun, engaging product that helps build a sense of community among players.

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Since Pick’Em Player Props is also a hybrid of fantasy and sports, it can act as an attractive tool to facilitate new market entries, as fantasy sports are not regulated like sportsbooks or iGaming. Take the US for example. In most states, operators do not need a licence to offer a fantasy sports product. This is the case for many markets around the world, too. I believe this will be an attractive proposition for operators looking to expand their international footprint, and as a truly global provider, we’re here to make that happen.

 

In your view, what differentiates WA.Technology’s Pick’Em Player Props from other player props products on the market?

Currently, we are the only B2B provider to offer a player propositions product that combines sports and fantasy. A handful of companies in the US offer something similar, but they are all B2C companies – we are bringing something totally unique to the B2B space.

Fantasy Sports have always been popular in the US. But over the last 18 months, we’ve seen a meteoric rise in the demand for player proposition markets; we wanted to develop a product that caters to that growth in demand and delivers something unique for our partners.

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For other player props products on the market, something that is worth noting is that the design and UX are doing little to engage Millennial/Gen Z bettors. This audience demands a streamlined UX that is easy to use. Our Pick’Em version has been specifically designed with this demographic in mind, although we have been careful not to disenfranchise other age groups. We have kept the design sleek, streamlined and easy to use to deliver that. It’s extremely well-designed compared to what you might see in a more traditional sportsbook.

The game is straightforward to understand because we have fixed multipliers. This decision differentiates us from more traditional products, where the multipliers vary depending on how many bets you place. It also makes the product much more accessible for players who might otherwise not be familiar with fantasy or player props.

Another major defining factor is that we have ensured players can add multiple bets from different markets together. On most sports betting sites out there, you cannot combine player props markets. You couldn’t, for example, have a bet slip combining Erling Haaland’s Over/Under Shots and Kevin De Bruyne’s Shots on Target. We know this is frustrating for many bettors. We wanted to eliminate that barrier and elevate sports fans’ experience.

 

How does the level of data granularity influence the design and effectiveness of player proposition betting products, particularly in terms of player engagement and personalised betting options?

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We are very fortunate that the data feed we use for our player props markets is the best. We have a wide range of insights and data analytics available, giving us an edge over other companies within the space – this is a serious differentiator.

The enhanced data range means we can deliver many more bespoke, personalised betting options to players while also getting more granular with the markets we can offer.

Our Managed Services Team, which oversees all things trading, also closely monitors the markets that are most popular with players. For example, if we see an influx in bets on ‘shots on target’, we know how to create more promotions around this particular market. We can tailor the CMS to engage better with players and create a more personalised experience.

Players can also ‘favourite’ particular players and clubs. Any market featuring that player will automatically appear when the Pick’Em Player Props application loads up.

 

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Are there any markets where you believe Pick’Em Player Props will prove to be particularly popular? If so, why?

In all honesty, I can’t think of a market where this won’t be popular! Regions such as LatAm present an enormous opportunity for the growth of player proposition markets. I believe we can really plug a gap in the products currently offered to bettors.

Across the continent, we’ve seen players show a real passion for player-focused markets, and we’re here to capitalise on that. In Brazil, for example, if we were to create markets on Neymar, I’d anticipate this would gain much traction!

The real selling point for Pick’Em Player Props here is that we offer an extensive range of sports and markets that cater to a broad audience – but within that, we can personalise sports and bet selections not to overwhelm the player. I’d expect that markets on football will perform exceptionally well across Africa and LatAm, while countries such as South Africa may have a stronger preference for Rugby or Cricket.

Ultimately, it’s about understanding the unique preferences of players within each jurisdiction our partners operate in and tailoring the product accordingly. With teams based in various markets worldwide, we can get to grips with the local knowledge and fully understand what resonates with bettors.

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In your view, what are some of the factors behind the growth of player props products in the last 12 months?  

Most definitely shows how sports media companies are incorporating more player-specific content into their roster. This already has a huge impact, and I can’t see it changing anytime soon.

Whether it’s interviews with specific players, post-match analytics on performance or even the inherent growth of social media, the balance is undoubtedly tipping more towards the player rather than the team.

Personalisation will also have a considerable knock-on effect on the growth of player propositions. Bettors want more bespoke offers, specific bet suggestions and more instant content tailored to their unique playing habits. With a product like Pick’Em Player Props, you can personalise that betting experience to your heart’s content.

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It also becomes much easier for sportsbooks to align with a specific user’s interests when we deliver unmatched data analytics and levels of personalisation that are available via WA.Technology’s product suite.

In short, Pick’Em Player Props gives operators the tools they need to create wide-ranging engagement opportunities without sticking to the rigid sporting calendar, where sometimes you might have to wait several days between a game. By incorporating fantasy sports, we can deliver round-the-clock content much faster, therefore meeting the demands of players. If you want to find out more – make sure to stop by Stand 1095 at SiGMA!

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