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Should an operator build games in-house, buy from an aggregator, or commission exclusive content?
Most operators do a mix. A pure aggregator catalogue gives breadth and speed but no differentiation, because rivals carry the same games. A full in-house team gives total control but costs a 20–30 person payroll and 6–18 months before the first title. The 'virtual studio' model sits in the middle: you commission exclusive games you control, without the fixed team cost. A common pattern is aggregated content for breadth plus exclusive titles for differentiation.