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18

// PUBLIC GAMING INTERNATIONAL // May/June 2016

How do margins vary between the different

game categories?

B. Hrafnkelsdóttir:

The payout per-

centage from VLT’s is higher than in the

class lottery and scratch cards. VLT’s are

the biggest division and the net margin in

Icelandic króna, which is the gross gaming

margin minus the operating costs of the

system, is twice as high with VLT’s as it is

with the class lottery. This means that each

percentage point change in the turnover of

the VLT’s weighs more than twice as much

as a change in the class lottery in terms of

its impact on the net margin. Despite this,

the UIL’s policy is not to advertise VLT´s.

On the other hand, we have worked a lot

with IGT, who is our machinery and system

suppliers, in an effort to make the supply of

games more interesting with more effective

game controls.  Too, we have conducted ex-

periments in various sites with the look and

presentation of machines, messaging to cus-

tomers in the locations etc., and all of this

has obviously boosted our turnover togeth-

er with an improved economy in Iceland.

What do you see as the best strategies for

maintaining growth in the draw-based

game category?

B. Hrafnkelsdóttir:

We’ve achieved

good results in the sale of class and instant

lotteries. Ticket prices have risen twice in

the class lottery, from ISK 1,100 to ISK

1,500, i.e. by 36%, since 2011.  And yet we

still have an increase of approximately 11%

in the number of tickets sold between 2010

to today. I believe that can be attributed to

the changes we made to the class lottery in

2012 when we offered a new winning pot,

called Milljónaveltan (the Millions raffle),

where all tickets are drawn for a single win-

ning ticket of $80,000. If a winner is not

found, the prize remains in the pot and is

added to the draw of the following month.

Direct phone sales have also achieved great

results. We strive to have humour at the

forefront of our marketing campaigns and

use Facebook a lot, where we have 32,000

followers. Also we upgraded the website and

procedures to facilitate the buying of tick-

ets online. Subscriptions account for 88%

of the turnover, but there are always some

users who stop briefly, and jump in when

the Milljónaveltan pot increases. The ma-

jority of lottery ticket holders essentially do

business with us to support the University

of Iceland but also in the hope of winning.

People of all ages play the lottery but, as

is natural, the most active participants are

middle-aged people who have the most dis-

posable income.  The challenge is to turn

the class lottery into an exciting option for

young people between the ages of 20–35,

while at the same time retaining the rest

of our loyal clientele from all age groups.

Today 15% of participants in the lottery

are in the 20–35 years age bracket. This

target group poses many challenges, such

as the demand for digital communication

options, greater speed and the most up to

date technology.

What do you think is the future of draw-games?

B. Hrafnkelsdóttir:

For the class lottery

to continue as the leading lottery here in Ice-

land in the future, we need to keep a sharp

eye on player and general market-place

trends as they emerge. A fundamental pre-

condition for this is to make sure that our

website and the interface in all our gaming

machinery are simple and accessible so that

they do not test our customers’ patience.

The younger generations in particular ex-

pect us to deliver a user experience that is

just as easy and up-to-date as the most ad-

vanced e-commerce websites—everything

needs to be preferably “one click away.”

There are also other challenges raised by

trends today. Online marketing is constantly

growing and the emphasis is shifting away

from well-established media such as TV, ra-

dio, and particularly newspapers. The class

lottery is following this trend and we are

increasingly using online advertising plat-

forms, such as Facebook, Google, YouTube

and other popular networks. These changes

entail the application of a vast volume of

measurable data which market experts can

examine and evaluate to assess the results of

their marketing efforts. This benefits us in

the class lottery and the policy is to advertise

in the places where the marketing funds are

best used and yield the best results.

We must be doing something right be-

cause we’re witnessing a rise in popularity

among people of all ages. We believe that,

with the right presentation and simplicity

of our games, this popularity will contin-

ue to grow. We don’t envision any radical

changes in our games or rules in the near

future. What we are more likely to see is the

appearance of new games. We believe that,

so long as we manage to follow trends each

step along the way, the future of the class

lottery should be bright and we have ev-

ery reason to believe we can maintain this

as an exciting option for the players of the

future. After all, it has been running in this

country since 1934. It has had its ups and

downs, and it’s still going strong.

Iceland is known for being a global hub for

young innovators in the tech, entertainment,

design, and media industries. Will you benefit

from Iceland’s indigenous creative resources? 

B. Hrafnkelsdóttir:

That hasn’t been

the case. The most popular online Icelan-

dic games, Eve Online and Quiz-Up are

not in gambling, and

Fanaments.com

is in

sports which we don’t have a licence for. So,

this could represent an opportunity for us

to innovate further.  But reality is that we

have strict limitations as to the games we

can offer and the media/channels through

which we are allowed to distribute. 

Are remote i-gaming operators as successful

at disrupting the markets in Iceland as they

are elsewhere in the world? Are your govern-

ment or agents of law enforcement doing any-

thing to prevent illegal i-gaming in Iceland?

B. Hrafnkelsdóttir:

The lottery is a fun,

exciting and useful phenomenon which of-

fers a twofold benefit: On one hand it gives

the people who play a chance to make a

contribution to the community, while at

the same time enjoying the hope of win-

ning a prize that may enhance or change

their lives, and this is what makes the game

so exciting. On the other hand, the many

agencies and organizations involved in

worthy causes for the community benefit

from the contributions of lottery compa-

nies and the Lotto. 

In recent years there have been radical

changes in consumption patterns, particu-

larly in younger generations. Leisure, shop-

ping and various other services are increas-

ingly moving online. The same applies to