Gaming Realms has formed a partnership with 4ThePlayer, which will see the UK development studio’s content integrated into the latter’s platform for distribution in the United States.
The “best performing” 4ThePlayer games will be integrated into the group’s platform and distributed in the United States through Gaming Realms’ network of partners, according to the conditions of the deal.
The company claims it intends to have integrated and released the first game by the end of November, with four or five more titles arriving in North American markets in 2022 and beyond.
Chris Ash steps down
Furthermore, Gaming Realms has announced that Chris Ash is stepping down as a non-executive director of the company with immediate effect, citing potential “conflicts of interest” and “corporate governance norms.” Andrew Porter and Ash co-founded 4ThePlayer in 2018.
Gaming Realms’ Executive Chairman, Michael Buckley, said: “Chris joined the board back in 2019 and has provided valuable guidance and strategic advice to the executive management, which has helped to scale our licensing business.
“Given Chris is a significant shareholder of 4ThePlayer, it is right that he steps down from the board of Gaming Realms in line with our good corporate governance practice. On behalf of the company, I would like to thank Chris for the important contribution he has made to our success.
“At the same time, we are very excited to be adding a new revenue line to our business by building a selection of 4ThePlayer.com’s games into our platform.
“Their portfolio of games complements Gaming Realms’ own Slingo content, and their decision to partner with us highlights the strength of our distribution network in the US.”
Gaming Realms announced earlier this month that it had made “exceptional progress” in the first half of the year, as the company continues to pursue worldwide expansion possibilities, with the United States reiterated as a top target.
Total revenue climbed 50 percent from £5.2 million to £7.7 million in the fiscal year ending June 30, 2021, with adjusted EBITDA growing 144 percent to £3.1 million (2020: £1.28 million).
Licensing revenue increased by 73 percent to £5.8 million (2020: £3.4 million) due to increased distribution from an expanded games portfolio, while social revenue increased by 7 percent to £1.9 million (2020: £1.8 million) thanks to new Slingo content, improved player management, and new player engagement features.