GAN Partners with North Eastern US Native American casino to Launch Simulated Gaming™, marking GAN's 12th US client win to date

London & Dublin | June 20, 2016: GameAccount Network plc ('GAN' or the 'Company'), an award-winning developer and supplier of enterprise-level B2B Internet gaming software, services and online gaming content in the United States, announces it has partnered with one of the longest-standing Native American casino operators in America to launch GAN's proprietary enterprise-grade social gaming solution: Simulated Gaming™. Following an extensive diligence process, GAN was selected for their deep capabilities in providing both real money and social gaming experiences from a singular technology platform together with the ability to deliver a custom-designed website/App wholly integrated into their on-property loyalty program and casino management system.

The identity of the US casino operator ('the Client') will be disclosed following the receipt of suitable commercial and/or regulatory consents.

Dermot Smurfit, CEO of GAN commented:

'This client win highlights our continuing commitment to major Native American casino operators and the strong commercial appeal of our unique patented Simulated Gaming model. This is GAN's fourth client win year-to-date, which evidences GAN's momentum and strategic market leadership in bringing US casino operators online with an Internet gaming experience purpose-built for US casino patrons. We are truly privileged to bring online one of the longest-standing Native American casinos in the North Eastern United States. I would like to take this opportunity to thank the Client for their trust in GAN bringing them online later this year.'

Highlights

  • The Client is the twelfth US client for GAN, the second US client in the populous North Eastern United States, the fourth major Native America US client and the fourth new client secured year to date.

  • GAN will bring to their highly engaged patrons the Simulated Gaming experience in H2 2016 integrated into the on-property rewards program operated by the Client.

  • Simulated Gaming delivers a host of entertainment and marketing communication tools, enabling the Client to engage their loyalty base and new players with unprecedented levels of efficiency and at reduced costs from traditional media engagement.

  • Simulated Gaming™ is an innovative Internet gaming service designed by GAN specifically for land-based US casinos, offering a gaming-as-entertainment experience across web, mobile and VR together offering over 200 casino slot and table games, including poker, backgammon, gin rummy, poker dice, blackjack tournaments and slot tournaments.

FAQ's about GAN's Simulated Gaming™

  • Launched in the US by GAN in January 2014, Simulated Gaming™ has proven to monetize Internet traffic to existing websites operated by land-based US casinos with average revenue per daily active user (ARPDAU) of $2.75 in 2014 and $2.32 in 2015, as against an original estimate of $0.60, greatly exceeding equivalent numbers reported by Social Casino operators on Facebook.

  • Supported by 85 months of operating data across six (6) major US casinos' deployments, Simulated Gaming™ is now proven to drive increased visitation on-property and in 2014 delivered on average a 28% uplift in on-property theoretical win from increased visitation by existing patrons who also engage with Simulated Gaming™ online.

  • US casino operators report up to 50% of their surveyed casino patrons are already engaged in playing Social Casinos on Facebook. Simulated Gaming™ enables land-based US casinos access to the Social Casino market worth $3.3 billion annually worldwide in 2015 (source: Eilers & Krejcik Gaming, LLC) and is proven to increase property visitation among existing patrons, reactivate lapsed patrons bringing them back on-property and drive acquisition of new patrons from outside the typical drive distance to the property.

www.GAN.com

GAN - GameAccount Network plc published this content on 20 June 2016 and is solely responsible for the information contained herein.
Distributed by Public, unedited and unaltered, on 20 June 2016 06:05:03 UTC.

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