Gaming Realms Achieves Growth in the UK Despite the Rise of the Remote Gaming Duty
Gaming Realms reported an overall revenue decline of 3% in the first half of 2026, but saw a 3% advance in the UK, driven by content performance despite the increase in the Remote Gaming Duty.

Key Takeaways
- Gaming Realms increased its revenue in the UK by 3% despite the Remote Gaming Duty rising to 40%.
- The overall 3% decline in revenue was mainly due to a 71% drop in brand licensing.
- Licensing revenues grew by 12%, with strong momentum in international markets.
- Profitability was pressured, but excluding brand licenses, EBITDA rose by 16%.
- Gaming Realms expanded its presence and operates in 34 regulated markets following recent launches.
Gaming Realms closed the first half of 2026 with a global revenue decline of 3%, dropping from £16 million to £15.5 million year-on-year. The main reason was a 71% decrease in brand licensing, which fell from £2.4 million to £700,000. The company attributed this significant reduction to the early recognition of a multi-year license renewal, which was recorded in full in the previous fiscal year. Excluding the negative impact of brand licensing, the group’s total revenues increased by 9%.
The Engine of Growth: Content Licensing and International Expansion
Content licensing drove results, with a growth of 12%, from £11.7 million to £13 million. During the period, Gaming Realms signed agreements with 22 new partners and launched 11 games to the market. Additionally, the company made its entry into new emerging markets by starting operations in Nigeria, Ghana, Kenya, and Peru.
In North America, growth remained strong. Revenues from content licensing increased by 16% year-on-year, with operational presence in six states of the United States and three Canadian provinces. After the end of the semester, Gaming Realms added new regulated markets with launches in Alberta (Canada) and Buenos Aires Province (Argentina), reaching a total of 34 jurisdictions.
UK: Resilience Against Rising Taxes and Regulation
In the UK market, revenues grew by 3% compared to the first half of 2025. This advance was achieved despite the implementation on April 1 of a 40% Remote Gaming Duty (RGD), nearly double the previous rate. According to Gaming Realms, the Gross Gaming Revenue (GGR) in the UK already exceeds pre-limit levels of £5 per bet on slots imposed in April 2025. The company’s management indicated that the performance "reflects both the resilience of the Slingo brand and the effectiveness of the group’s recent product innovations."
Margin and Profitability Under Pressure from Fiscal Change
The tax adjustment and reduction in brand licenses influenced profitability: adjusted EBITDA fell 12% year-on-year to £6.6 million. Excluding brand licensing, EBITDA grew 16%, amounting to £5.9 million. Profit before tax dropped 21% to £3.4 million, although excluding the effects of brand licensing, the figure improved by 47% to £2.7 million.
Gaming Realms’ stock price decreased by 2% during the earnings report period. The future outlook, however, remains positive, as the company expects investment in new markets to reflect in more game launches during the second half.
Leadership Statements and Outlook for the Second Half of 2026
Mark Segal, CEO of Gaming Realms, stated:
“Our business in the UK has demonstrated true resilience, achieving revenue growth despite the significant increase in the Remote Gaming Duty.”
Management anticipates an increased volume of launches due to expansion into new markets and maintains confidence in performance for the remainder of the year.
Impact for Operators and Suppliers
Gaming Realms’ advance in content licensing and its adaptability to the British fiscal environment provide relevant signals for other suppliers and operators reliant on casino revenue. The diversification strategy across geographies and products emerges as a mitigant against regulatory shocks such as the increase in the RGD.
Considerations for the B2B Ecosystem
From a B2B perspective, both global expansion and consolidation in mature markets pose integration and compliance challenges for partners and platforms. The case of Gaming Realms illustrates that innovation in catalog and rapid response to fiscal changes can partially alleviate adverse effects in the short term.
Frequently Asked Questions
Why did Gaming Realms’ total revenue decline in H1 2026?
Gaming Realms recorded a 3% decline in total revenue mainly due to a 71% drop in brand licensing, which fell from £2.4 million to £700,000 year-on-year.
How did the increase in the Remote Gaming Duty affect performance in the UK?
Despite the tax rising to 40% in April 2026, Gaming Realms managed to increase revenue in the UK by 3% compared to H1 2025, demonstrating resilience in its core vertical.
What was the performance of content licensing in 2026?
Content licensing grew by 12% year-on-year, reaching £13 million, while the company launched 11 new titles and signed with 22 new global partners.
In how many regulated markets does Gaming Realms operate following its recent launches?
Gaming Realms currently operates in 34 regulated markets after expanding into Alberta (Canada) and Buenos Aires Province (Argentina) after the reported semester.
How did Gaming Realms' profitability evolve during the period?
Adjusted EBITDA fell by 12% to £6.6 million, but adjusted for the impact of brand licensing, profitability grew by 16%, standing at £5.9 million.
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About the author

Emilio Navarro
Industry Technology Correspondent
Emilio Navarro covers the cross-cutting technology and business of iGaming — platforms, data and AI, compliance tooling, affiliate marketing, financial results, and the stories that fit no single rubric. The reports open with the announcement, cite vendors and figures exactly as published, and keep a healthy distance from press-release language. When a supplier unveils a new engine or the advertising rulebook changes, Emilio Navarro reports what genuinely changes.
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