International edition
June 25, 2021

Exclusive interview with Luke Alvarez, Founder and CEO, Inspired Gaming

“Inspired had its biggest and best ICE to date in 2016”

“Inspired had its biggest and best ICE to date in 2016”
In a sit-down interview with Yogonet, Inspired Gaming's founder Luke Alvarez referred to the recently concluded ICE show stating, “The exciting thing about this moment in the industry is that you can’t anticipate exactly what will come next.”
United Kingdom | 02/25/2016

In a sit-down interview with Yogonet, Inspired Gaming's founder Luke Alvarez referred to the recently concluded ICE show stating, “The exciting thing about this moment in the industry is that you can’t anticipate exactly what will come next.”

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hat was the reaction from ICE attendees to Inspired's award-winning virtuals?

We chose ICE 2016 to unveil our latest innovation in Virtual Sports, Rush Football Live, which without doubt offers gamers the most realistic football betting experience on the market. From the razor sharp HD graphics, to commentary from Ian Darke, every detail adds to the authenticity of the player’s virtual experience. Games will be available on demand through our Virgo RGS platform as a mobile app, via mobile websites, and on desktop. There’ll be non stop matches and pre and in-play bets so that players can literally play whenever they want on whichever platform suits them.

We’re proud to be at the forefront of innovation in Virtual Sports at Inspired, and the release of Virtuals Live to market adds something truly original to our portfolio of products. Feedback from our international customers was overwhelmingly positive across the board, and given our reputation as a global business, consumers can anticipate the roll out of Virtual Sports Live – amongst other market-leading games - internationally in the near future.

"Regardless of generation or market, consumers want to be entertained, and so long as we continue to do this, I’m confident that we’ll reach the player of the future"

How would you describe the player of the future and how are you adapting your product offering to cater to this new type of player?

At Inspired we’re continually initiating research in the form of focus groups and development programs so that we’re always talking to consumers and suppliers in order to give them exactly what they want. Providing engaging entertainment for generation Y is undoubtedly a new challenge which we anticipate will generally signal a departure from more traditional gaming methods, but it will be a natural evolution for Inspired. With our ever expanding mobile business and continued market leadership in Virtuals, our entertainment with an edge mantra holds strong. The addition of boxing legend Mike Tyson to our portfolio this year is a great example of the ways in which we’re diversifying and innovating our business. Visuals are more complex, sharper, and stimulating than ever before, and this is a story which is constantly evolving. Regardless of generation or market, consumers ultimately want to be entertained, and so long as we continue to do this in bringing the most exciting and engaging products to the market, I’m confident that we’ll reach the player of the future.

Mobile and online gaming, once synonymous with innovation, have become common currency. What new forms of innovation will the industry see in the coming years?

The exciting thing about this moment in the industry is that you can’t anticipate exactly what will come next. When we look at the product life cycle of Rush Football to Rush Football 2, followed by Rush Football Live, it was a gradual evolution. I think interactive Virtuals will be a huge area of growth as gaming becomes evermore immersive and realistic. And, of course, Virtual Reality –we’ve produced our first VR games with Tyson Boxing and Centurion slot, but this is just beginning. Alongside this, we anticipate that more skill-based games will become increasingly popular – again adding a further dimension and level of interaction to the customer experience.

Apart from a strong presence of both eSports and omni-channel gaming, what were the highlights of ICE 2016?

ICE 2016 was an opportunity to look at the industry as a whole and to take stock of how just how fast we’re moving and innovating. Highlights for Inspired included the opportunity to talk further about expanding into new markets and thinking about where this might take us in the future. We had some big Asian regulators and regulated customers, along with VIP US clients on the stand, representing 2 important new markets for us beyond our European core. As regulations change we’re able to explore new opportunities and ways to diversify our business and ICE is a fantastic forum for bringing delegates from across the globe under one roof.

How do you assess your participation in the 2016 edition of ICE?

Inspired had its biggest and best ICE to date in 2016, which was demonstrative of where we are as a global business, and where we see ourselves in the industry going forward. What better place to launch our premium Rush Football Live than the biggest show of the year? This alongside our chart-topping mobile offerings, Virtual Tyson and new suite of cabinets gave an integrated view just how diverse Inspired is. Our new branding and messaging sought to consolidate this message – and I take the fact that our stand was one of the busiest at the show as an indicator of just how successful ICE was for us.

 

 

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