Innovations from providers: VR, AR and gamification
Innovations from providers: VR, AR and gamification
Introduction
Online casinos have ceased to be limited to slots and live games. Today, leading providers are experimenting with VR, AR and gamification in an effort to increase engagement and turn the game into a deeper and more personalized experience. These areas have not yet become massive, but they are the ones that shape the future of the industry.
VR (Virtual Reality) - full immersion
What does it give
An opportunity for the player to "be" in a virtual casino.
Realistic visualization of halls, tables and machines.
Interaction with objects through VR helmets.
Examples
NetEnt VR Slots: The first attempts to migrate popular slots to virtual reality format (Gonzo's Quest VR).
Microgaming VR Roulette: Prototype using Oculus Rift.
Lucky VR (PokerStars partner): development of VR games for poker and social casinos.
Current issues
High cost of equipment for players.
Need to optimize graphics and latency.
Limited audience, but promising vector.
AR (Augmented Reality)
Essence
Game elements are superimposed on the real world using a smartphone or AR glasses.
Example: spinning a tape measure on the kitchen table or 3D animating a slot right in the player's room.
Application potential
Live games with added effects (statistics, bonus symbols in real space).
Interactive slots where characters "drop" off the screen.
Bets via AR interfaces without traditional client UI.
While this direction is at the stage of experiments, but large studios consider AR as the "next step" after mobile.
Gamification - turning the game into a quest
Essence
Gamification makes the process more long-term and motivating: players complete tasks, receive awards, and complete levels.
Implementation by providers
Yggdrasil: Implements mission systems, in-game tournaments and global campaigns with progress.
Play'n GO: Integration of in-game challenges and collectibles.
Pragmatic Play: Tournaments and "Prize Drops" with instant awards.
Evolution: In live shows, players participate in additional rounds, which creates the effect of a television program.
Effect
Increasing player retention.
Social elements: ranking competition, leaderboards.
Forming a "long interest" instead of a quick session.
Technological challenges
1. Optimization for mobile devices is a key task, since smartphones are becoming the main platform for AR/VR experiments.
2. Regulatory constraints - gamification should remain transparent and not create misleading incentives.
3. Infrastructure - VR and AR require high-speed Internet and low-latency servers.
Result
VR opens the way to full immersion, turning the game into a "virtual casino."
AR adds elements of the game to the real world, expanding perception.
Gamification is already actively used and has proven effective in retaining players.
The main role here is with providers: it is they who create technologies and test new formats. Casinos only connect ready-made solutions, and the success of innovation depends on how much the provider can combine manufacturability with accessibility for the mass player.
Introduction
Online casinos have ceased to be limited to slots and live games. Today, leading providers are experimenting with VR, AR and gamification in an effort to increase engagement and turn the game into a deeper and more personalized experience. These areas have not yet become massive, but they are the ones that shape the future of the industry.
VR (Virtual Reality) - full immersion
What does it give
An opportunity for the player to "be" in a virtual casino.
Realistic visualization of halls, tables and machines.
Interaction with objects through VR helmets.
Examples
NetEnt VR Slots: The first attempts to migrate popular slots to virtual reality format (Gonzo's Quest VR).
Microgaming VR Roulette: Prototype using Oculus Rift.
Lucky VR (PokerStars partner): development of VR games for poker and social casinos.
Current issues
High cost of equipment for players.
Need to optimize graphics and latency.
Limited audience, but promising vector.
AR (Augmented Reality)
Essence
Game elements are superimposed on the real world using a smartphone or AR glasses.
Example: spinning a tape measure on the kitchen table or 3D animating a slot right in the player's room.
Application potential
Live games with added effects (statistics, bonus symbols in real space).
Interactive slots where characters "drop" off the screen.
Bets via AR interfaces without traditional client UI.
While this direction is at the stage of experiments, but large studios consider AR as the "next step" after mobile.
Gamification - turning the game into a quest
Essence
Gamification makes the process more long-term and motivating: players complete tasks, receive awards, and complete levels.
Implementation by providers
Yggdrasil: Implements mission systems, in-game tournaments and global campaigns with progress.
Play'n GO: Integration of in-game challenges and collectibles.
Pragmatic Play: Tournaments and "Prize Drops" with instant awards.
Evolution: In live shows, players participate in additional rounds, which creates the effect of a television program.
Effect
Increasing player retention.
Social elements: ranking competition, leaderboards.
Forming a "long interest" instead of a quick session.
Technological challenges
1. Optimization for mobile devices is a key task, since smartphones are becoming the main platform for AR/VR experiments.
2. Regulatory constraints - gamification should remain transparent and not create misleading incentives.
3. Infrastructure - VR and AR require high-speed Internet and low-latency servers.
Result
VR opens the way to full immersion, turning the game into a "virtual casino."
AR adds elements of the game to the real world, expanding perception.
Gamification is already actively used and has proven effective in retaining players.
The main role here is with providers: it is they who create technologies and test new formats. Casinos only connect ready-made solutions, and the success of innovation depends on how much the provider can combine manufacturability with accessibility for the mass player.