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J Moses Named Chairman of GameOn Entertainment Technologies’ Board of Directors

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Game industry veteran spearheads the Board as the company continues to empower sports and entertainment content providers with the world’s simplest and most accessible gamification platform

GameOn Entertainment Technologies, the leader in providing consumers, broadcasters, sportsbooks and partners with interactive, social experiences around sports, TV and live events, today is pleased to announce J Moses as the Chairman of its Board of Directors.

The Board of Directors includes GameOn Entertainment Technologies CEO and founder Matt Bailey, J Moses (chairman) and Shafin Diamond Tejani, CEO of Victory Square Technologies.

Vahid Shababi, Chief Growth Officer of Victory Square Technologies, will serve as an Advisor to the company; more Advisors will be announced at a later date.

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Moses, a respected game industry veteran who helmed BMG Games, which published the original Grand Theft Auto, has served as a Director at Take-Two Interactive since 2007. He also serves on the Board of ReadyUp, an esports platform, and as an Advisor for Simulmedia, PrizePaymentsPro and the sports wagering platform Bet.Works, which was recently acquired by Ballys. From 1998 to 2009, Moses was the founder/CEO of UGO Networks, an online publisher delivering information and entertainment for gamers which was acquired by Hearst. Moses, who advises many of the world’s biggest entertainment platforms, is serving as an Executive Producer for a scripted esports show for the CW Network.

“I’ve been in the entertainment, sports, games, tech, and sports wagering businesses for 40 years and I’ve never been more excited about the opportunities at hand. All of these businesses are converging and GameOn is perfectly positioned to take full advantage of this confluence,”  Moses said. “GameOn Entertainment Technologies’ simple and accessible apps not only further audience and viewer engagement from the comfort of the home, but also empower content providers to evolve their content into interactive and social experiences with ease. GameOn is truly a game-changer.”

A serial entrepreneur and investor, Tejani founded Victory Square Technologies in 2017. Victory Square is a venture builder that builds start-ups in the web, mobile, gaming and film spaces with a special focus on funding socially responsible companies, international start-ups and female founders. Its portfolio consists of 23 global companies using AI, VR/AR and blockchain to disrupt fintech, insurance, health and gaming.

Shababi, who joined Victory Square in 2018, is an innovative and client-driven sales and marketing leader with a 15-year record of achievement creating and executing strategic sales and marketing initiatives, advertising, and marketing.

GameOn Entertainment Technologies (GET) also boasts leaders from EA Sports, Intuit, Dapper Labs, Scopely, and the Brooklyn Nets. Santiago Jaramillo, Vice President of Product, spent 10 years building the EA Sports’ FIFA franchise and has worked on projects including NBA Top Shot.

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“As we enter the next chapter of our evolution with partners at V2 Games, I’m more excited than ever about the future of GameOn Entertainment Technologies not only with the opportunity at hand, but with the outstanding men and women who will join us on this journey,” CEO and founder Matt Bailey said. “We are fortunate to collaborate with people of varying experiences and perspectives, and I’m proud to say that more than two-thirds of our employees, Advisors and Directors are women or minorities. This breadth of backgrounds will benefit us as we continue to expand in 2021 and beyond.”

Founded in 2018, GameOn Entertainment Technologies empowers sports and entertainment content providers with the world’s simplest and most accessible gamification platform. Whether it’s supporting TV networks, OTT platforms, sportsbooks or leagues, GameOn helps partners turn their content—everything from sports to reality TV—into interactive and social experiences via mobile and TV apps.

After completing the Comcast NBCUniversal LIFT Labs Accelerator, powered by Techstars in 2018, GameOn secured distribution rights into Comcast homes and bars, and works with white-label partners including NBCUniversal, Bravo and The Real Housewives.

GameOn was purchased by V2 Games Inc, a portfolio company of Vancouver-based video and mobile game ventures firm Victory Square Technologies in December 2020. Following the asset purchase, the company was renamed GameOn Entertainment Technologies. It is expected to list its common shares on the Canadian Securities Exchange (CSE) in Q1 of 2021.

About GameOn Entertainment Technologies
GameOn Entertainment Technologies (GET) is the leading technology company providing consumers, broadcasters, sportsbooks, venues and brand partners with interactive, social experiences around sports, television and live events. After completing the Comcast NBCUniversal LIFT Labs Accelerator, powered by Techstars, and launching in 2018, GameOn landed distribution rights into Comcast homes. GameOn also works with white-label partners including NBCUniversal, Bravo and The Real Housewives. V2 Games Inc. completed the asset purchase of GameOn in December 2020.

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Contact is: Sabrina Carrozza[email protected]

SOURCE GameOn Entertainment Technologies

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Canada

Greo and CCSA Release New Report Named “Gambling Availability and Advertising in Canada: A Call to Action”

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Recent gambling policy changes in Canada have led to increased opportunities to legally bet on sports and gamble online, 24 hours a day, seven days a week. The report “Gambling Availability and Advertising in Canada: A Call to Action” looks at the impacts of legal gambling in Canada since the approval of the Safe and Regulated Sports Betting Act in 2021. The report recommends developing a pan-Canadian strategy to address gambling-related harms. This is a new report by Greo Evidence Insights (Greo) and the Canadian Centre on Substance Use and Addiction (CCSA).

This call to action is in response to the significant increase in gambling advertising on billboards, social media, at commercial breaks during sports broadcasts and during sporting events. Increased gambling availability and advertising are expected to contribute to increased gambling in Canada, thereby posing a significant risk of harms among the general population, particularly for youth, young adults and other vulnerable populations.

The report also describes how the increased availability of gambling and in gambling advertising are of great concern because:

  • The types of gambling being made available and promoted (single-event sports betting and live or in-play betting) are associated with a greater risk of harm. For example, single-event sports betting increases gambling intensity and gives an illusion of control over the outcome as people believe their knowledge of the game gives them a competitive edge.
  • The volume of gambling advertisements repeatedly pairing sports with betting normalizes gambling, leading people to think of betting as an integral part of being a sports fan.
  • Increased availability of gambling and in gambling advertising are happening at a time when many people in Canada are more vulnerable to problematic gambling and gambling-related harms because of the lingering health impacts of COVID-19 and a rise in the cost of living.

“Over the last few years, we have witnessed some of the most significant changes in gambling policy since the 1970s. We have seen a massive increase in gambling advertising and opportunities to gamble. We can no longer watch sports with our kids or go online without being subjected to an overwhelming amount of gambling advertising. Canada is at a critical moment in how it manages gambling. A national strategy or framework — similar to what we have for alcohol, tobacco and cannabis — is critical to manage the expected increase in gambling harm, especially among youth and other vulnerable people,” explained Dr. Matthew Young, Chief Research Officer at Greo, Senior Research Associate at the CCSA and Adjunct Professor at Carleton University.

The report recommends developing a national strategy that will:

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  • Develop national standards governing the promotion and availability of gambling;
  • Manage conflicts of interest among gambling stakeholders;
  • Address inadequate funding for gambling harm prevention and reduction initiatives and research;
  • Monitor systematic changes in gambling-related harm, including any assessments of the social and economic costs of gambling; and
  • Increase awareness of gambling-related harms among health and social service professionals and the public.

“Increased gambling among people living in Canada will undoubtebly result in increased harms and therefore increased societal costs. These include healthcare costs, criminal-justice costs, child welfare costs, increased unemployment and lost productivity costs because of gambling-related suicide. We need to think about our approach and ensure that it considers not only short-term government revenue and economic activity but also the longer-term societal costs. That’s why we need a national strategy,” Dr. Pam Kent, Director of Research and Emerging Trends at CCSA, said.

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Canada

Call for a National Strategy to Address Gambling-Related Harms in Wake of Sports Betting Boom

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Recent gambling policy changes in Canada have led to increased opportunities to legally bet on sports and gamble online, 24 hours a day, seven days a week. Released today, Gambling Availability and Advertising in Canada: A Call to Action looks at the impacts of legal gambling in Canada since the approval of the Safe and Regulated Sports Betting Act in 2021. The report recommends developing a pan-Canadian strategy to address gambling-related harms. This is a new report by Greo Evidence Insights (Greo) and the Canadian Centre on Substance Use and Addiction (CCSA).

This call to action is in response to the significant increase in gambling advertising on billboards, social media, at commercial breaks during sports broadcasts and during sporting events. Increased gambling availability and advertising are expected to contribute to increased gambling in Canada, thereby posing a significant risk of harms among the general population, particularly for youth, young adults and other vulnerable populations.

The report also describes how the increased availability of gambling and in gambling advertising are of great concern because:

  • The types of gambling being made available and promoted (single-event sports betting and live or in-play betting) are associated with a greater risk of harm. For example, single-event sports betting increases gambling intensity and gives an illusion of control over the outcome as people believe their knowledge of the game gives them a competitive edge.
  • The volume of gambling advertisements repeatedly pairing sports with betting normalizes gambling, leading people to think of betting as an integral part of being a sports fan.
  • Increased availability of gambling and in gambling advertising are happening at a time when many people in Canada are more vulnerable to problematic gambling and gambling-related harms because of the lingering health impacts of COVID-19 and a rise in the cost of living.

“Over the last few years, we have witnessed some of the most significant changes in gambling policy since the 1970s,” explained Dr. Matthew Young, Chief Research Officer at Greo, Senior Research Associate at the CCSA and Adjunct Professor at Carleton University. “We have seen a massive increase in gambling advertising and opportunities to gamble. We can no longer watch sports with our kids or go online without being subjected to an overwhelming amount of gambling advertising. Canada is at a critical moment in how it manages gambling. A national strategy or framework — similar to what we have for alcohol, tobacco and cannabis — is critical to manage the expected increased in gambling harm, especially among youth and other vulnerable people.”

The report recommends developing a national strategy that will:

  • Develop national standards governing the promotion and availability of gambling;
  • Manage conflicts of interest among gambling stakeholders;
  • Address inadequate funding for gambling harm prevention and reduction initiatives and research;
  • Monitor systematic changes in gambling-related harm, including any assessments of the social and economic costs of gambling; and
  • Increase awareness of gambling-related harms among health and social service professionals and the public.

“Increased gambling among people living in Canada will undoubtebly result in increased harms and therefore increased societal costs. These include healthcare costs, criminal-justice costs, child welfare costs, increased unemployment and lost productivity costs because of gambling-related suicide,” says Dr. Pam Kent, Director of Research and Emerging Trends at CCSA. “We need to think about our approach and ensure that it considers not only short-term government revenue and economic activity but also the longer-term societal costs. That’s why we need a national strategy.”

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AGCO

Edict Egaming Secures Approval for Ontario Licence

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Edict egaming has received approval from the Alcohol and Gaming Commission of Ontario (AGCO) to provide its games for the online casino market in the Canadian province. This applies to both the German edict egaming GmbH and Edict Malta Limited. From now on, the Merkur Group subsidiary will be able to offer its popular Merkur slots in one of the largest North American markets.

“We are delighted to have received AGCO approval for our Merkur games in Ontario. This is definitely a big step for edict and we are very excited to showcase ourselves to new audiences on the global stage in this dynamic market,” Dominic-Daniel Liénard, CEO of edict egaming GmbH, said.

The AGCO is working with the Government of Ontario and iGaming Ontario (iGO) to establish a new online gaming market that helps protect consumers gambling through private gaming companies. This license certifies that edict operates within the framework of strict laws and meets the requirements for responsible gaming.

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