Developer and creator of mobile real money and social gaming solutions Gaming Realms PLC posted today its annual financial report for the year ended December 31, 2015. Revenue increased the record 116% to reach £21.4 million as compared to the amount of £11.2 million posted for 2014.
Revenue from real money gaming increased from £2.3 million in 2014 to £10.8 million in the twelve months ended December 31, 2015. Social and licensing revenue also increased. It amounted to £2.5 million, up from the £0.6 million reported for the year before.
The number of new depositing players increased 55% during the period in review to a total of 169,988. In comparison, there were as many as 109,561 new depositing customers over the year ended December 31, 2014.
Gaming Realms also posted information about its financial performance during the first quarter of 2016. Revenue was up 100% year-on-year to £7.5 million. Of those, revenue from real money gaming operations increased 128% to reach £4.2 million. Social gaming and licensing revenue amounted to £2 million, up 643% as compared to the figure posted for the same period a year ago.
The number of new depositing customers increased 73% during the three months ended March 31, 2016 to a total of 62,106.
During the reported period, Gaming Realms inked a number of important agreements. For instance, it penned licensing deals with Zynga, FremantleMedia Group, Endemol, and Scientific Games. The company also signed a partnership deal with Pala Interactive, under the terms of which it would provide its bingo software solutions to Pala Bingo in the state of New Jersey.
It is also important to note that during the first quarter of the year, Gaming Realms launched its Britain’s Got Talent gaming website as part of its licensing agreement with British international television content and production company FremantleMedia.
Commenting on the reported financial results, Gaming Realms CEO Patrick Southon said that the launch of their proprietary platform early in 2015 and the purchase of the Slingo gaming brand has resulted in the business’ transformation. The executive further noted that the progress the company has made since the start of 2016 means that it is opening to a wider variety of channels to promote its games across both the real money and social gaming segments.