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game – the German Games Industry Association celebrates its fifth anniversary
game – the German Games Industry Association is celebrating its fifth anniversary. It was on 29 January 2018 that the BIU and GAME completed their merger.
The new organisation was home to approx. 180 members when it began. Now, five years later, game has long since grown to more than 400 members. Since completing the merger, the association has spoken for and successfully represented the interests of the games industry as a whole. There have been numerous positive developments to report: the subsidiaries Entertainment Software Self-Regulation Body (USK) and Foundation for Digital Games Culture (Stiftung Digitale Spielekultur) have both grown during this period, while new subsidiaries such as devcom and the esports player foundation have been welcomed to the game family. Thanks to game’s regional offices, the games industry is now represented throughout Germany. In order to supplement the existing, in some cases long-standing, regional associations, game joined with local companies to establish seven new regional offices. As a result, the games industry has been able to celebrate a series of successes in Germany’s federal states and growing support from many federal state governments, something evidenced among other things by increased funding for regional support programmes. Both gamescom, the world’s biggest event for computer and video games, and the German Computer Games Awards (DCP) have been able to achieve numerous milestones over the past five years. The industry’s unified voice has also found an audience with policymakers: from the introduction of funding for the games industry and the establishment of a dedicated games department to the creation of a games strategy, the German government has done a great deal at the federal level these past five years to strengthen Germany as a games industry hub – and game has been a huge part of these efforts.
‘The past five years have supplied a clear demonstration of just how much we can achieve now that we are working together and our industry is speaking with a single voice,’ says Felix Falk, Managing Director of game – the German Games Industry Association.
‘With our association of more than 400 members and our institutions, we have created a powerful structure – and we are using this structure to raise the profile of games and of our industry, create opportunities, counter risks, and deliver effective assistance to stakeholders in Germany’s growing games ecosystem. We owe a particularly big thank you to our entire team and our many dedicated members. I am also grateful for the statements made by political figures on the occasion of our anniversary, something that underscores the government’s focus on and appreciation of our industry. All of this represents a strong foundation for the future as we continue to pursue our mission of making Germany the best games location. We have big plans, and our association and industry have never been in a better position to make these a reality than we are today.’
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Game Nation appoint Head of Slots, Product and Content
Game Nation, the UK’s third largest High Street AGC Retailer, has appointed Andy Sessions to the role of Head of Slots, Product and Content.
Sessions joins from Grosvenor Casinos where he worked as Regional Slots Manager for the brand which has 53 venues located in major towns and cities across the UK.
In a dedicated gambling industry career he has gained experience working across the Family Entertainment Centre, Motorway Service Area, Bingo Club and Casino sectors.
Confirming the latest appointment, which follows the addition of Compliance and Audit Director Eric Howell and Sharon Lewis who has joined the Game Nation team as Marketing Development Manager, CEO Mark Jepp said: “The combination of outstanding people and the very best games on the market are central to our ability to deliver an outstanding experience for all of our customers.
“Andy is pivotal to what we are a seeking to achieve. He has an unparalleled depth of operating knowledge and his insight will help sharpen further our machine focus.”
Looking ahead to the latest chapter in his gaming industry career Andy Sessions said: “I’m delighted to be joining a progressive operator which places machines at the very heart of the experience. There’s a genuine enthusiasm and a shared commitment to set new standards and I am excited to be able to contribute to the success story.”
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ZITRO TO SHOWCASE CONCEPT CABINET LINE AT IGA 2025
Zitro is proud to participate in the upcoming Indian Gaming Tradeshow & Convention (IGA) 2025 in San Diego, California. Zitro will showcase its latest CONCEPT cabinet line alongside an impressive array of new slot content, which is also compatible with the GLARE cabinet line, ensuring a seamless gaming experience across both platforms.
Zitro’s game lineup will feature diverse, exciting titles, each delivering an engaging and immersive gameplay experience to the U.S. market. Attendees will explore popular games such as Legendary Sword, Triple Charm Journey, Lucky Vault, Cash Totems, Wonder Dreams, and more—each showcasing stunning graphics, animations, and captivating soundscapes.
“Zitro is proud to be part of the largest gathering of tribal leaders in North America., especially during a time of significant growth in many tribal jurisdictions,” said Derik Mooberry, CEO of Zitro USA. “The U.S. has been a phenomenal growth story for us—tripling our casino footprint in under two years to over 100 casino properties. We’re eager to continue partnering with tribal operators to deliver exceptional gaming experiences that drive mutual success”.
He added: “IGA is the perfect platform to showcase the depth and versatility of our game portfolio to our valued tribal partners. With a broad lineup of games compatible with our new CONCEPT and GLARE cabinet line, we’re reinforcing our commitment to providing operators maximum flexibility while protecting their investments. With our expanding portfolio and new cabinet line introduction, we provide operators with more options than ever to enhance their casino floors”.
The post ZITRO TO SHOWCASE CONCEPT CABINET LINE AT IGA 2025 appeared first on European Gaming Industry News.
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Male students are spending almost as much on gambling as on their weekly groceries
More than one in six students who gamble is in the ‘problem gambling category’, four times higher than the general population, according to new research.
The fourth Annual Student Gambling Survey, commissioned by GAMSTOP and Ygam, found that 17% were designated at high risk and 29% at moderate risk of gambling harm, using the threeitem Problem Gambling Severity Index (PGSI). Male students are more likely than females to be in the problem gambling category and their mean spend on gambling is almost 1.7 times higher.
Male students who gamble are spending almost as much on their gambling as on the weekly food shop. Men’s mean spend on gambling is £33.54 per week – this compares to £36 per week on groceries, according to the most recent National Student Money Survey (2024). Almost one in ten of all student gamblers spend between £51-£100 per week on gambling – significantly more than their average weekly food shop.
One in four male students (25%) take part in online sports betting, the most popular form of gambling amongst students, and male students bet on online sports an average 91 days of the year – that equates to every other working day in an average university term.
Neary one in two students (45%) say they gamble ‘to make money’, rising to 50% amongst male students. However, the reality is different – whilst one in five claim to make money from gambling, a much higher proportion (40%) say it has affected their university experience and one in ten have struggled to afford food. And 17% are using their student loan to fund gambling.
Peer pressure appears to be a driving force for gambling – nearly one in three students who gamble say they are influenced by friends, whilst one in four cite social media. Almost one in ten are influenced by university societies – almost as significant a factor as advertising, cited by 13%.
However, more than one in two students (53%) say they are aware of support available at their university for problems with their gambling and 59% of students who gamble say they would be confident about accessing support.
The Student Gambling Survey, conducted by Censuswide, is the most comprehensive of its kind, involving 2,000 students from universities near 17 UK cities, with 49% reporting having gambled at least once in the previous 12 months. Other findings include:
- 21% of students have invested in cryptocurrency during the last 12 months. Males were more than twice as likely to have invested in cryptocurrency as females.
- 66% of students who play video games had paid for a random chance purchase in the past – one in two agreed that random chance purchases were gambling, but one in five disagreed, highlighting a need for more education about the risks of gambling-like features in video games.
- 23% of Asian student gamblers were found to experience ‘problem gambling’ according to the short-form PGSI, while low and moderate risk gambling were also elevated at 20% and 36% respectively.
The report makes four key recommendations:
- More targeted prevention education, taking into consideration cultural differences to better meet the needs of students from BAME backgrounds.
- Universities should make gambling harm prevention and support an integral part of their strategies to improve student health and wellbeing, upskilling staff and doing more to communicate the availability of support.
- More education about the risks relating to in-game purchases in video games and their similarities and differences with regulated gambling products.
- Further research, including investigating the discrepancy between students’ motivation for gambling and the amount they spend gambling in a typical week.
As part of National Student Money Week, Ygam has teamed up with NUS Charity, the charitable arm of the National Union of Students (NUS) in the UK, to launch a new university campaign encouraging students to look out for signs of gambling harm in their peers and start conversations to raise awareness. The Silence the Stigma campaign will be launched at Queen Mary University of London on 6th March.
Fiona Palmer, Chief Executive Officer at GAMSTOP, said: “The Student Gambling Survey is an important piece of research that confirms the need for targeted support for the student community. Although gambling has decreased slightly in universities, the risk of gambling harm is far higher than in the general population and students need to be educated about the consequences of gambling in the expectation of making money. We know from the university roadshows we run with Ygam that there is an appetite amongst students to learn more about the support available, which includes self-exclusion to take a break from gambling”.
Dr Jane Rigbye, Chief Executive Officer at Ygam, said: “Ygam is now working with universities in every region of the UK, and while we welcome the decrease in the number of students experiencing gambling-related harms, students remain a cohort that engages in gambling in significant numbers. This makes our collaboration with universities essential to ensuring they have the tools to effectively support and safeguard students. It is important to recognise trends and understand the factors influencing these behaviours, including economic and social pressures. With much of student life now digital and online, we must continue to guide and educate to increase understanding and build resilience against the potential harms of gambling.”
The post Male students are spending almost as much on gambling as on their weekly groceries appeared first on European Gaming Industry News.
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