Inspired Gaming: “We consolidated our position as a market-leader”
Inspired Gaming reflects its thoughts of ICE at Focus Gaming News segment.
British supplier of server-based gaming –with over 35,000 endpoints live–, Inspired, dazzled at home during the ICE Totally Gaming exhibition last February 2 to 4. Gaming Technopolis in ExCel, London, exceeded every expectation of success for all participants –the 510 expositors and more than 28,000 visitors–, and Inspired shared its approach of the results.
How does Inspired feel about latest edition of ICE?
ICE 2016 was Inspired’s biggest and best show to date. It’s always a pleasure to showcase our market-leading products on home turf, and this year was no exception. From knock out Virtual Tyson to Rush Football 2 Live, to the laser eyed Rise of Anubis, there really was something for everyone. ICE is always a great opportunity for Inspired to demonstrate why it is an industry leader, and delegates and peers were impressed by just how much we have to offer on every platform. We collected over 1,000 leads over the course of the three days which is testament to how busy the stand was for the entirety of the show.
Which goals has Inspired accomplished during the trade show?
Many exciting new deals and partnerships were formed, more information on which will be coming soon. We also consolidated our position as a market-leader for content in Virtual Sports, Mobile and landbased VLT, bringing our entertainment with an edge message to peers and customers alike.
Did Inspired perceive more interest in certain products?
What really stood out at the show was our market domination in Virtual Sports, strongly supported by the Mike Tyson brand and the revolutionary “Rush Football Live” on demand.
Inspired has without doubt become a go-to content house for land based and interactive customers following our successes with Goddess of the Amazon, Diamond Goddess/Regina delle Nevi, Centurion and Rise of Anubis. The option to deploy these market-leading games across multiple platforms really does offer operators the opportunity to give players the content that they want, when they want on the channels they prefer.
Is Inspired reaching further markets during 2016?
Having spent the past few years expanding into various EU and emerging markets from the UK base that Inspired built in its first decade, the focus moving forward will be to build on and strengthen our performance in established markets while also pushing into China and the USA. We have an ambitious product innovation and investment strategy which will ensure that Inspired continues to have the edge in terms of bringing the best products to market.
Any final comments?
Just that it’s a hugely exciting time for Inspired as we launch “Virtuals On Demand” and continue to roll out over 180 games across VLT and mobile in 2016. Watch this space for more entertainment with an edge!