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Virtual Reality In eGaming.

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Presentation on theme: "Virtual Reality In eGaming."— Presentation transcript:

1 Virtual Reality In eGaming

2 Tech gurus and VR “… next major computing and communication platform after phones” Mark Zuckemberg, Founder Facebook “… you really feel like you’re there, and then when you come out of it, it feels like reality” Elon Musk, Founder Tesla “… VR is finally ready to go mainstream” Chris Dixon, Andreessen Horowitz

3 Reaching VR Breakthrough
- VR/AR in 2015 feels a bit like the smartphone market before the iPhone. - Not an explosion but a year-by-year growth product throughout the next 10 years - No rush needed. We are at the same stage now as we were with mobiles in It won’t massively pick up for 5 or 6 years. - Sales of AR/VR wearables should be multiply by 6

4 Headset Prices evolution VR
$399 - Men are most interested by VR - They are also the most saying it's too expensive - VR will be more affordable soon - It will help VR to reach more people $799 $599 $20 $99 $79

5 VR will do to mobile what mobile did to desktop
VR is already here Fully immersive experience that brings the social element into real money gaming All games providers Windows application VR and 3D (No goggles necessary) Multiplayer Will be mobile compatible (OS/iOS, Windows/Android). VR will do to mobile what mobile did to desktop

6 Multi-player VR casino
Has anyone seen our VR casino? First time I heard about VR same period last year. Digital Cybercherries and their VR arcade room. Biggest challenge: Developing the technology to integrate the content from Microgaming, Playtech, Netent and other software providers into a VR environment. We will have to rethink the way in which players are targeted with games in order to resemble land based casinos more closely - interface has to think in a 3D way. Microgaming is developing its own VR roulette, Partouche is doing a VR rollercoaster. Netent developped his famous Gonzo

7 Virtual job is a reality
VR players will be also workers VR will be the next Ressource Human tool Customer support was 8 hours during one of our conference. How create the best tools to offer players and software providers a good service in VR ? Game manager can sale in VR a dedicated branded cabinet place to software providers

8 VR is going mainly social
VR is both Immersive/Social - the strength is in the way they link together I am always asked how I convert my social players to real money players: this is the missing bridge between social and real money Explore the place with friends, you get lifelike interaction regardless of distance, e.g. watching the same movie inside the same theatre room - it brings people together, encourages interaction Any time you rent something from Netflix you get 5 license to invite your friends and have a social experience in the VR viewing room together; eSport games, casino show Cirque du Soleil, poker, slot tournaments, and things that you could never do even in Vegas, e.g. flying over the city, Superman-style, holding your girlfriend’s hand - users are united in experiences they would never usually be able to achieve This level of social interaction creates a powerful attraction and keeps users coming back Mixing Social and Real Money Gambling ? Could VR be the missing link?

9 VR apps market

10 VR gambling ?

11 VR Gambling will be the future! How will you build it?
If we cannot sale gambing through VR, what are we doing there ? Our team is working now for a solution And you, how you will build the future of gambling ?


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