Consultancy SCCG Management has signed with Land Vegas, a company that combines iGaming with the bright lights of a land-based casino via virtual reality (VR).
SCCG has continually shown an interest in ‘new’ forms of gaming; earlier this year, for example, it signed a partnership with Grin Gaming within the realm of microbetting.
Via the Land Vegas deal, SCCG will combine its industry connections and strategic planning with Land Vegas’ offering, as both aim to bring VR gaming to the forefront of the industry. Indeed, Land Vegas already has partnerships with Pragmatic Play, Vibra Gaming, Endorphina and Triple Cherry.
Stephen Crystal, Founder and CEO of SCCG Management, commented: “We are excited to join forces with Land Vegas to revolutionise the gaming experience.
“By combining the physical and online casino worlds in a digital environment, we aim to create unique and thrilling experiences for gaming enthusiasts worldwide. This partnership aligns perfectly with our mission to drive innovation and transformation within the gaming industry.”
Crystal was also on hand to discuss the specifics of the deal with Gambling Insider further:
How does this work regulation-wise: would this form of gaming be licensed the same as regular iGaming?
The games that are integrated into the metaverse are licensed as they are in regular iGaming. The white-label metaverse platform would not currently have to be licensed if it is an extension of the Web 2.0 iGaming site. Eventually, jurisdictions may come up with specific regulations for Web 3.0.
Is there scope to work with land-based firms too? What if you had the rights to a virtual Marina Bay Sands or Bellagio (as just two examples)?
This technology clearly complements land-based operations and could even be implemented within land-based casinos in addition to being accessible online.
Do you see this as a realistic contender to become a completely new gaming vertical?
I do in fact see Web 3.0 to be a completely new gaming vertical. As the technology advances and becomes more affordable to the masses, more people may opt for a VR experience as it can be standalone or in conjunction with brick and mortar. It’s a different, more immersive and interactive way to engage with a wide variety of content including entertainment, sports, video games, skill games and esports.
Has VR betting to date, though, seen slower adoption than first anticipated?
Yes, there was slow adoption because of the cost of tech. But, now – with the billions put into it by Apple and Meta – we should see better, faster adoption.
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