Yoseloff is working with Light & Wonder to support ongoing growth plans for its global table games business. This includes contributing to various strategic initiatives in the segment.
In addition, Yoseloff is playing a major role in the ideation of game design on all platforms. This, Light & Wonder says, includes a particular focus on felt-based table games, electronic table games and cross-platform content.
Yoseloff takes on the new role having served as president of Disruptive Gaming Technologies since March. Prior to this, he was CEO of High Roller Productions for almost five years.
Earlier in his career, Yoseloff led Shuffle Master as chair and CEO for nine years. He also had a spell as executive vice-president of the business, which was acquired by Bally Technologies in 2013.
In addition, Yoseloff worked for Big Bet Gaming, Well Suited and the University of Las Vegas Centre for Gaming Innovation.
Yoseloff committed to legacy of innovation at Light and Wonder
“I have been impressed by Light & Wonder’s management team,” Yoseloff said. “I am thrilled to work with the team and contribute to the company’s legacy of innovation within the gaming industry and the shuffler and utility space.
“Light & Wonder is continuously investing in innovations to enhance the player experience. I’m looking forward to building on the foundation of current success to deliver ground-breaking solutions.”
Mike McKiski, senior vice-president of global table games at Light & Wonder, added: “We are delighted to welcome Mark to Light & Wonder. Mark’s exceptional track record and insights will be instrumental in steering our strategic initiatives and reinforces our commitment to delivering an elevated player experience.”
Table games revenue rises at Light & Wonder in Q2
In its most recent financial results covering Q2, Light & Wonder reported an increase in table games revenue. For the three months to 30 June, revenue in this segment jumped 34.0% year-on-year.
As for the group’s overall performance in Q2, total revenue in the quarter reached $731m, up 19.8% following growth across all three of its business segments.
Some $496m of total revenue was attributed to services activity and the remaining $235m to product sales.
Gaming revenue for the quarter hit $471m with SciPlay social gaming revenue at $190m and igaming $70m.