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Gaming Realms Reports H1 UK Revenue Growth Despite Higher Remote Gaming Duty

Despite a significant rise in remote gaming duty and a sharp brand licensing decline, Gaming Realms saw UK H1 revenue rise 3% and expanded into new global markets.

By Oliver GrantPublished Sep 8, 20264 min readEurope
Gaming Realms logo over financial charts and a UK tax document reflecting H1 revenue performance in 2026

Key Takeaways

  • Gaming Realms reported a 3% decline in overall H1 2026 revenues, but UK revenue grew 3% year-on-year.
  • Brand licensing revenue dropped 71%, while content licensing rose 12% to £13m.
  • The group is now live in 34 regulated markets after recent launches in Canada, Argentina, and Africa.
  • Remote gaming duty in the UK doubled to 40% from April 2026, but did not halt growth.
  • Pre-tax profit fell 21% overall, but excluding brand licensing, underlying profit increased 47%.

Gaming Realms delivered 3% growth in UK revenue for the first half of 2026 despite facing a higher remote gaming duty and a steep fall in its brand licensing business. The company’s headline revenue for the period fell by 3% year on year to £15.5m, primarily due to a one-off brand licensing revenue drop, but strong performance in content licensing drove underlying gains.

Headline Figures and Revenue Drivers

For the six months to June 2026, Gaming Realms’ group revenue decreased from £16m to £15.5m, a 3% year-on-year contraction. The supplier attributed this largely to a 71% decline in brand licensing revenue, which sunk from £2.4m to £700,000 after a significant multi-year renewal had boosted comparables the previous year. Gaming Realms’ leadership explained the fall was due to the “prior-period recognition of a significant multi-year brand licensing renewal, the consideration for which was recognised in full at inception.”

Excluding brand licensing, the group’s revenue actually increased by 9%. Content licensing was the key growth engine, with revenue climbing 12% to £13m, up from £11.7m. In b2b content licensing, this segment continues to represent the company's main commercial focus.

Gaming Realms Adjusted Earnings and Pre-Tax Profit

Adjusted EBITDA came in 12% lower at £6.6m, reflecting the brand licensing shift. When removing brand licensing, adjusted earnings improved by 16% to £5.9m. Pre-tax profit overall dropped 21%, down to £3.4m, but again the picture shifts when excluding brand licensing, producing a 47% uplift to £2.7m.

The volatility in brand licensing revenue highlights Gaming Realms’ increasing reliance on content licensing for consistent performance. The company launched 22 new partners and released 11 new games during H1. This development push is expected to contribute to stronger second-half performance.

UK Growth Despite Remote Gaming Duty Increase

Despite a significant regulatory headwind, Gaming Realms grew its UK revenue by 3% compared to H1 2025. The remote gaming duty, nearly doubled to 40% from 1 April 2026, threatened to dampen results. Gaming Realms reported that gross gaming revenue (GGR) in the UK now exceeds levels seen before the £5 online slots stake limit that took effect in April 2025. Management attributed this to “both the resilience of the Slingo brand and the effectiveness of the group’s recent product innovations.”

CEO Mark Segal commented:

"Our UK business demonstrated real resilience, growing revenues despite the near doubling of remote gaming duty."

The company’s stock was trading down 2% at the time of the report, reflecting broader sector pressures.

International Expansion and North American Growth

During the reporting period, Gaming Realms expanded its regulated market presence, launching operations in Nigeria, Ghana, Kenya, and Peru. This brought the total number of regulated markets live to 34 following additional post-period launches in Alberta, Canada, and Buenos Aires Province, Argentina.

In North America, content licensing revenue climbed 16% year-on-year. The group is now operational in six US states and three Canadian provinces, with management indicating that North America remains a strategic growth market.

Mark Segal stated:

"We are now live in 34 regulated markets following our post-period launches in Alberta, Canada and Buenos Aires Province, Argentina, and we expect that investment to convert into an increased games release volume in the second half."

Product Pipeline and Future Outlook

Gaming Realms released 11 new games and added 22 new partners in the first half, reflecting its continuing investment in product development. The group’s leadership expects these efforts to support increased release volumes in H2 2026.

The board expressed confidence in the full-year outlook, projecting that recent investments in market expansion and new content will underpin future revenue growth. Board expectations for H2 focus on further product launches and deepening market penetration.

Brand Licensing Revenue versus Content Licensing

The sharp decline in brand licensing revenue stemmed from an accounting effect: a multi-year deal recognized upfront in H1 2025 inflated the base for year-on-year comparison. Stripping this out revealed that Gaming Realms’ real underlying business — content licensing — continued to post double-digit growth, showing the firm’s pivot toward scalable digital revenue streams. The volatility in licensing deals remains a caveat for forward comparisons.

For suppliers and technology vendors in regulated casino and b2b segments, Gaming Realms’ results underscore the value of content innovation and measured expansion in new regulatory markets.

Frequently Asked Questions

Why did Gaming Realms' overall H1 2026 revenue decline?

Gaming Realms' total revenue fell 3% to £15.5m because of a 71% drop in brand licensing revenue, driven by prior-period recognition of a multi-year renewal that inflated previous year figures.

How did brand licensing impact Gaming Realms’ other H1 financial metrics?

Brand licensing revenue decline led to a 12% drop in adjusted EBITDA and a 21% fall in pre-tax profit, but stripping out brand licensing, earnings and profit both increased year-on-year.

What was the effect of the remote gaming duty increase on UK revenue?

Despite remote gaming duty rising to 40% in April 2026, Gaming Realms grew its UK revenue by 3%, and gross gaming revenue exceeded levels before the £5 slots stake limit.

Which new markets did Gaming Realms enter during H1 2026?

Gaming Realms entered Nigeria, Ghana, Kenya, and Peru in H1 2026, and subsequently launched in Alberta, Canada and Buenos Aires Province, Argentina, reaching 34 regulated markets.

What growth did Gaming Realms see in its North American content licensing business?

Content licensing revenue in North America increased by 16% year-on-year, with the group live in six US states and three Canadian provinces.

Source: EGR Awards

Tags

gaming-realmsh1-resultsremote-gaming-dutycontent-licensingregulated-markets

About the author

Oliver Grant

Oliver Grant

Industry Technology Correspondent

Oliver Grant covers the technology and business machinery of iGaming — platform and data deals, AI and compliance tooling, affiliate and marketing shifts, and the quarterly numbers behind them. The reports lead with the announcement, name the vendors and figures exactly as published, and separate genuine capability from press-release promise. When a supplier ships a new engine or a regulator tightens ad rules, Oliver Grant explains what actually changes for the companies involved.

More from Oliver Grant

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