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SciPlay develops and publishes online mobile games, focusing on casino-style, casual, and bingo games that players can enjoy on smartphones. Its games simulate real-life casino experiences, offering authentic slot games, bingo, and other casual titles in a social, mobile format. The product works as freemium apps: games are free to download and play, but players can buy virtual coins, extra spins, and other enhancements, plus see in-game advertisements. This combination fuels revenue while keeping players engaged through ongoing updates, new content, and rewards. SciPlay differentiates itself by specializing in social casino experiences with frequent content updates and rewards that encourage ongoing play, targeting a global audience of mobile gamers. The company's goal is to entertain a wide audience with engaging, social gaming experiences while monetizing through in-app purchases and advertisements.
Industries
Consumer Software
Entertainment
Gaming
Company Size
501-1,000
Company Stage
Growth Equity (Non-Venture Capital)
Total Funding
$860M
Headquarters
Las Vegas, Nevada
Founded
1998
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Total Funding
$860M
Above
Industry Average
Funded Over
3 Rounds
401(k) Company Match
Hybrid Work Options
Paid Family Leave
Paid Volunteer Time
How much direct-to-consumer revenue are publishers actually making? We look at the latest numbers revealed during the April to June 2026 quarter August 17, 2026 As has become a regular, we're once again checking out the latest direct-to-consumer numbers. This time looking at the top public mobile games companies for the period of April to June 2026. You can check out our analysis of the previous quarter here. After some staggering increases over the past year - are publishers hitting a plateau? Playtika, a longtime poster child for the D2C movement before it was even cool, posted a 1.7% decline sequentially of D2C revenue in Q2 to $286.9m. Worth noting, though, that was up 63.1% Y/Y. Despite this, Playtika D2C revenue share rose very slightly to 39.3%, up from 39.2% in Q1. In Q2 2025, that figure stood at 25.3%. Also interesting to note - Playtika said that through its own internal proprietary platforms, payment processing fees and other related expenses for in-app purchases are typically 3% to 4%. D2C platforms can charge around 5% to 15%, so it's an impressive cut. Over at Modern Times Group (which includes Innogames, Plarium and Snowprint), D2C accounted for 38% of group revenue. That was down from 39% in the previous quarter. However, within the newly rebranded midcore Playamp division, D2C made up 51% of revenue, up from 49% in Q1 and 31% the year prior - tipping the scales away from the app stores. Stillfront (which owns Goodgame Studios and Babil Games) said D2C made up 46% of bookings in Q2, up from 39% in the previous year and up from 44% last quarter. The company said the migration of players to its platform was "negative for net revenue but accretive to gross profit and gross margin" as it looked to incentivise players to make the D2C jump. G5 Entertainment reported that G5 Store revenue increased 14.8% Y/Y and 4.6% Q/Q, accounting for 25.5% of total gross revenue. Direct processing of mobile player payments also scaled, reaching 17% of mobile gross revenue, compared to 11% in Q1. Social casino sales In the social casino realm, SciPlay reported that D2C contributed $53 million in revenue, or 29% of earnings for the quarter. Playstudios said D2C sales stood at $14.7m in Q2, up some 120% from $6.7m the year prior. In terms of percentage of virtual currency revenue, D2C accounted for 34.4% of sales for Playstudios, compared to 13.9% in Q2 2025. DoubleDown Interactive reported revenue D2C revenue rose to $40.5m in Q2, versus $10.7m in Q2 2025 - a near four-times increase. D2C now makes up 52.4% of social casino revenue at the company, up from 15.4% in Q2 2025. It's worth noting that in July 2025, DoubleDown completed the acquisition of Whow Games, which may have impacted results. While Take-Two hasn't revealed exactly how much it makes from D2C, CEO Strauss Zelnick once again highlighted its importance - even as mobile bookings declined 7% Y/Y last quarter, which he put down to last year's success of Rollic's Color Block Jam. "There is no doubt that our direct-to-consumer business has had a material effect positive on our margins in the mobile business," he said during an earnings call. It seems some companies are starting to hit a plateau for their D2C earnings, while others are seeing revenues grow substantially. This report comes just as Apple is facing more scrutiny in the Epic Games court case in the US - where the iPhone giant is proposing charging up to a 15% commission for purchases outside of the App Store. Any final decision will have a significant impact on the state of D2C. Further insights If you want more insights, check out the PocketGamer.biz YouTube channel for the latest sessions from Pocket Gamer Connects Barcelona. At the show, I hosted my own talk about trends in the space, with comparisons to UA spend. I also moderated two panels on the topic: one on the promise vs. reality of D2C with Xsolla's Inês Ramalho, Breeze's Peter Gerson and Worldline's Jonas Matins. The other focused on the D2C playbook with Pixel Federation's Gustav Pastucha, Stash's Valerie Alfimova and Aghanim's Benjamin Lyon. Last month I spoke with Appcharge CMO Gil Tov-ly on the podcast about the truth behind mobile gaming's $17bn D2C market. There are plenty more videos on the topic over on our YouTube channel. If you want more insights in-person, you can head to Pocket Gamer Connects Nordics in Helsinki on October 20th and 21st.
SciPlay cuts 20 jobs at its 300-person Israeli gaming hub. The Israeli operation, built partly through the 2014 acquisition of Dragonplay, accounts for roughly one-third of SciPlay's global workforce and develops some of its biggest games. 17:30, 10.08.26 SciPlay has laid off 20 employees in Israel, or roughly 7% of its approximately 300-person local workforce. SciPlay Games Israel is a strategic development center for U.S.-based mobile and social casino gaming company SciPlay, which is fully owned by Light & Wonder. The Israeli operation is partly the result of Light & Wonder's 2014 acquisition of Israeli gaming company Dragonplay. It currently employs approximately 300 people at its offices in the Ramat Gan Diamond Exchange complex, representing roughly one-third of SciPlay's global workforce. The Israeli center includes multidisciplinary teams specializing in software development, product management, data science, analytics, UI/UX and digital marketing.
Light & Wonder posts 26% income growth despite SciPlay setback. Light & Wonder delivered a 26 percent year-on-year increase in second-quarter net income to $120 million, demonstrating resilience in its higher-margin operations. Consolidated revenue rose 2 percent to $828 million, while adjusted EBITDA increased 9 percent to $383 million. The margin widened by 2 percentage points to 46 percent, primarily driven by strong gaming operations performance. Gaming revenue grew 5 percent to $554 million, whereas SciPlay remained a challenging segment with revenue falling 9 percent to $182 million. The company's OpenGaming platform processed a quarterly record of $31.3 billion in wagers, highlighting strength in digital operations. Light & Wonder reports strong Q2 Financial results. The company's profitability metrics exceeded Wall Street expectations despite revenue falling short of projections. Light & Wonder reported adjusted earnings per share of $1.58 in Q2 2025, surpassing analyst estimates of $1.40 by 12.7 percent. This performance marked a significant improvement from $0.90 in the same quarter last year. Revenue for the second quarter reached $809 million, missing analyst expectations of $846.20 million by 4.4 percent. The figure represented a 1.1 percent year-on-year decline from $818 million. Although revenue decreased, the company demonstrated operational efficiency through margin expansion. Operating margin reached 25 percent, climbing 3.6 percentage points compared to the prior year period. This improvement occurred as the company scaled down expenses in response to revenue pressures. Adjusted EBITDA hit $352 million, aligning with analyst estimates of $351.80 million and translating to a 43.5 percent margin. The Gaming segment drove profitability gains, with AEBITDA margin expanding 200 basis points to 55 percent. This expansion resulted from recurring revenue stream growth and favorable product mix shifts. For the full year 2025, Light & Wonder achieved net income of $276 million, record consolidated AEBITDA of $1.44 billion, and adjusted NPATA of $567 million. The company's operating margin averaged 21.4 percent over the previous two years. Gaming operations power growth amid mixed segment performance. Gaming operations generated the primary revenue acceleration, expanding by $34 million or 19 percent in Q2 2025. The North American installed base increased by 2,780 units, climbing 9 percent year-over-year to 35,346 units. Grover contributed $21 million to gaming operations revenue during the quarter, with over 11,000 active devices deployed across its charitable gaming network. The acquisition expanded Grover's footprint by 600 units since the February 2025 announcement. Premium units represented 52 percent of the total North American installed base mix, marking the 20th consecutive quarter of growth. The iGaming division processed wagers totaling $26.6 billion through Light & Wonder's platform in Q2 2025. Revenue reached a record $81 million, up 9 percent, while AEBITDA climbed 17 percent to $28 million. The segment benefited from partner network expansion and continued North American momentum. SciPlay faced headwinds with revenue declining to $200 million, down 2 percent from the prior year. Average monthly payers decreased, primarily due to underperformance at JACKPOT PARTY Casino. Despite user decline, the social casino business achieved record average monthly revenue per paying user of $128.96 and increased average revenue per daily active user by 4 percent to $1.08. Chief Financial Officer Erman projected SciPlay revenue would fall 5 percent to 8 percent in 2026, resulting in a 2 percent cash flow reduction. What does Light & Wonder's future hold? Light & Wonder maintains a disciplined capital allocation strategy centered on three priorities following its debt refinancing actions. The company reduced principal debt by $4.8 billion, generating annualized cash interest savings of $225 million. Management targets a net debt leverage ratio between 2.5x and 3.5x, representing substantial progress from historical levels. Share repurchases continue under the $750 million authorization program. As of July 1, 2026, approximately $180 million remained available for buybacks. The company executed $1.9 billion in total repurchases while reducing leverage from 10.5x. This balanced approach reflects management's confidence in cash flow generation and recurring revenue streams. Tariff pressures present near-term headwinds. CEO Matt Wilson acknowledged a $30 million impact from external factors beyond company control. Supply chain challenges during the tariff environment required operational adjustments, yet Wilson expressed confidence in mitigating costs through vendor negotiations and alternative sourcing.
SciPlay partners with Carnival Cruise Line for in-game sweepstakes.
Light & Wonder invests in Bang Bang Games to accelerate global growth.
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Industries
Consumer Software
Entertainment
Gaming
Company Size
501-1,000
Company Stage
Growth Equity (Non-Venture Capital)
Total Funding
$860M
Headquarters
Las Vegas, Nevada
Founded
1998
Find jobs on Simplify and start your career today