SBC Summit Lisbon: KYC and digital Iientity in the spotlight
Between September 16 and 18, the Director of Institutional Relations, Hugo Baungartner, took part in two panels at the SBC Summit Lisbon, focusing on the adoption of KYC (Know Your Customer) technology based on biometrics and artificial intelligence.
The discussion brought insights from sectors such as e-commerce, fintech, and social media, which have long dealt with major challenges in digital identity.
“At first, there was an adaptation process for both providers and clients, but today I see many benefits in using KYC. The process gives us legal security and ensures that the market remains regulated for many years ahead,” said Baungartner during the panel “KYC Lessons from Outside the Industry: What Can Technology Teach Us?”
The executive also emphasized the value of cross-industry learning: “It was a valuable opportunity to show that the betting sector can engage with other industries and adopt more advanced practices in digital identity and compliance. Cross-industry learning is essential to building a sustainable and innovative market.”
Las Vegas: Global Gaming Expo (G2E)
In October (7–9), the group’s international agenda continues with participation in the Global Gaming Expo (G2E) in Las Vegas.
Organized by the American Gaming Association, G2E is one of the most traditional events in the industry, bringing together executives, regulators, and investors to discuss technology, regulation, security, and user experience.
São Paulo: IGI Expo
Also in 2025, the group will attend the IGI Expo in São Paulo, strengthening its presence in the Brazilian market while staying aligned with the main global trends.
Global connection, local impact
Participation in these events reinforces the Grupo Esportes Gaming Brasil’s commitment to engaging with the world’s leading players, bringing innovation, responsibility, and new practices to the national market.
The strategy consolidates the group’s vision: to be a global reference in responsible, technological, and sustainable digital entertainment.
Source: GMB