Scientific Games (SG) has signed a new, five-year contract to provide the Massachusetts State Lottery Commission (MSLC) with instant games, second chance promotions and digital engagement programs.
The new contract, which may be extended by up to two years by MLSC, is expanded to include consumer digital services to engage players through second-chance game features.
SG currently supplies 96% of the Massachusetts Lottery’s instant games, and in the fiscal ended June 30 2020, its products generated $3bn of the operator’s total $3.6bn in instant game retail sales.
Since the start of fiscal year 2021, which began on July 1, the supplier has helped the operator grow instant game sales by 11.3%, or $99.7m.
SG produced Massachusetts Lottery’s first instant game in 1974, meaning the new contract will see the supplier extend its relationship with the lottery beyond the fifty-year mark.
“The combined expertise of the Mass Lottery team and the teams at Scientific Games has resulted in great instant game entertainment that has generated strong revenues to benefit programs in the Commonwealth,” said Ed Farley, chief marketing officer for MSLC.
“We look forward to continuing this partnership and working to expand player digital engagement.”
John Schulz, SG’s senior VP, lottery instant products, added: “It goes without saying that the Mass Lottery has been the highest performing instant game lottery in the world for many years and continues to set the bar for lotteries around the globe. We are extremely proud of the results of this trusted business partnership over the past four decades.”
“Our second chance and digital services are second to none, and we look forward to further expanding Scientific Games’ services to player engagement in online/mobile channels in Massachusetts.”
Results published earlier this month showed that growth in the supplier’s igaming and lottery divisions was offset by gaming declines in the third quarter of 2020, as revenue for the three months ending 30 September fell by 18.4% to $698m.
The year-on-year decline was caused by difficulties faced in its land-based content business, SG Gaming, for which revenue declined 49.1% to $231m as the industry continues to grapple with novel coronavirus (Covid-19) restrictions.