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For Ramiro Atucha, founder and CEO of Atucha Strategic Advisory, whether international operators can press home their scalable advantages will depend on how seriously they take localisation.
“When we talk about localisation, we’re not talking about the language or doing a game about Machu Picchu,” he tells iGB. “We’re talking about taking the effort to understand what the history of those players is, what they’re used to.
“I always found it funny when Colombia was starting, operators were saying ‘players here do not like slots’, as if they have a different DNA. Five years later, they would say, ‘well, they do like slots, but simple slots’. And five years later, they were playing all the usual [slots]. It’s not that they didn’t like slots.
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Cirsa CEO Antonio Hostench echoed Angelozzi’s confidence, adding: “On our side, we see this as a great opportunity because as Guglielmo said, there is no overlap between the companies, almost no overlap.
“So we just see creating one of the biggest groups in the world in gaming terms. And we’ll be sharing the long-term plan that Lottomatica has, which is very attractive. So I mean, the risk is minor, and we feel very well protected and joining this long-term plan will be a plus to our people.”
Lottomatica will absorb Cirsa through an EU cross-border merger, with Lottomatica as the surviving entity.
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“That’s where I think Game in a Box becomes really interesting,” Curwen says. “The ambition isn’t to use technology to make average games faster. It’s to give talented creators the freedom to try more ideas and hopefully produce better games.”
As work on Game in a Box progressed, Yggdrasil began to see an opportunity extending beyond its own production process.
Historically, building a game studio meant putting all the necessary components in place – from developers and mathematicians to QA and compliance, as well as the underlying systems and integrations. Alternatively, a business looking to enter the market could acquire an existing studio.