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German games market grows by 27 per cent in the first six months of 2020

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German games market grows by 27 per cent in the first six months of 2020
German games market grows by 27 per cent in the first six months of 2020Reading Time: 3 minutes

 

As a result of the COVID-19 pandemic, the first few months of this year not only broke records in terms of player numbers on many platforms; the games market also grew significantly during this period. Games and games hardware generated 3.7 billion euros in total revenue during the first half of 2020 in Germany: a 27 per cent increase, as announced today by game – the German Games Industry Association based on data collected by GfK and App Annie. Revenue from in-game purchases rose particularly sharply. In the first half of 2019, these purchases accounted for approximately 1.1 billion euros in revenue, whilst in the first six months of this year, that figure grew to nearly 1.5 billion euros – a 35 per cent increase. In-game purchases include both small charges – to better equip one’s game character, for example – and more expensive content like whole additional campaigns and season passes.

‘Particularly at the height of the COVID-19 pandemic, when countless contact restrictions were in place, games helped millions of people by keeping them entertained, allowing them to travel through virtual worlds when holidays were cancelled and keeping them in touch with friends and family,’ says Felix Falk, Managing Director of game. ‘This strong interest in games is now reflected in a spike in revenue – an exceptionally sharp spike, even for the German games market, which has already been experiencing rapid growth in recent years. It’s also notable that many people have opted to purchase gaming hardware, although revenue in this area typically tends to decline before the launch of a new generation of consoles. All these factors highlight just how important games really are – and not just during the COVID-19 pandemic.’

Games hardware in high demand
As part of the strong growth in the overall market, revenue from games hardware also increased drastically during the first six months of the year. Whilst in the first half of 2019 gaming PCs, games consoles and peripherals generated approximately 1.1 billion euros of revenue, that figure rose to 1.3 billion euros during the same period of this year. This equates to an increase of 21 per cent. And all four sectors of the market grew. Revenue from peripherals for gaming PCs increased particularly significantly; this includes input devices for gaming such as special mice and keyboards, monitors and graphics cards specially tailored to gamers, and virtual reality headsets.

Games help people get through the coronavirus crisis
In the lead-up to this year’s gamescom, game published representative survey data on the playing behaviour of Germans during the coronavirus crisis. The data showed that around one third (35 per cent) of players said they had played more than usual during the COVID-19 pandemic; about one quarter (27 per cent) had played more frequently than usual with family or friends. Overall, more than one quarter (28 per cent) of players said that games have helped them to get through the pandemic better.

About the market data
The market data is based on statistics compiled by the GfK Consumer Panel and App Annie. The methods used by GfK to collect data on Germany’s digital games market are unique in terms of both their quality and their global use. They include an ongoing survey of 25,000 consumers who are representative of the German population as a whole regarding their digital game purchasing and usage habits, as well as a retail panel. The data collection methods provide a unique insight into the German market for computer and video games.

The survey data used is based on an online survey by YouGov Deutschland GmbH in which 2,027 persons participated between 27 July and 1 August 2020. The results were weighted and are representative of the German population aged 16 and older.

game – the German Games Industry Association
We are the association of the German games industry. Our members include developers, publishers and many other games industry actors such as esports event organisers, educational establishments and service providers. As a joint organiser of gamescom, we are responsible for the world’s biggest event for computer and video games. We are an expert partner for media and for political and social institutions, and answer questions relating to market development, games culture and media literacy. Our mission is to make Germany the best games location.


Source: Latest News on European Gaming Media Network
This is a Syndicated News piece. Photo credits or photo sources can be found on the source article: German games market grows by 27 per cent in the first six months of 2020

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Blask enhances iGaming analytics with daily historical data for informed decision-making

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Blask, the iGaming analytics ecosystem, has announced a new update to its services: the introduction of daily historical data analysis extending back to 2017. This advancement offers gaming operators exceptional precision in tracking and optimizing market performance.

Previously, Blask users were limited to monthly aggregate views of key metrics like the Blask Index and Relative Market Share, especially for data prior to 2021. This limitation posed challenges in navigating and planning within the market. The new daily data granularity allows organizations to make more informed decisions based on comprehensive and accurate information, moving beyond monthly approximations that might overlook critical market movements.

“This enhancement transforms how operators can evaluate their sponsorship effectiveness and marketing investments,” stated George Gajevskiy, Chief Product Officer of Blask. “By providing detailed daily historical data, we’re enabling our partners to optimize their marketing strategies more precisely than ever before.”

Blask’s AI technology has advanced its data analysis capabilities, enabling the processing and interpretation of vast amounts of historical data with remarkable precision. This technological leap enhances the platform’s ability to provide granular insights, particularly during events like the Indian Premier League (IPL), the Olympic Games, or the World Cup, where market dynamics can shift dramatically within hours.

The system leverages advanced machine learning algorithms and big data analytics to process extensive brand presence data, delivering reliable market intelligence through:

  • Real-time monitoring of market fluctuations and peak playing hours

  • Long-term trend analysis and seasonal pattern identification

  • Competitive positioning and market share tracking

  • Player engagement and retention metrics

Blask’s AI modeling ensures highly accurate analysis of historical data, setting a new industry standard for precision and accessibility in iGaming analytics.

The new feature is accessible when users select a date range of up to 90 days. For date ranges exceeding three months, the system automatically adjusts to display metrics in monthly intervals, ensuring optimal performance and data visualization while maintaining comprehensive trend analysis capabilities. This adaptive display mechanism allows users to balance between detailed daily insights for shorter periods and broader trend analysis for extended timeframes.

Blask has consistently been a game-changer in the iGaming analytics space, allowing operators to stay ahead of the competition with real-time data. With the introduction of daily granularity for long-term data, users can delve deeper into the dynamics of the Blask Index and Relative Market Share over extended periods. This feature enables analyzing trends day-by-day over months or even years, providing unparalleled precision and flexibility.

The post Blask enhances iGaming analytics with daily historical data for informed decision-making appeared first on European Gaming Industry News.

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Revolver Gaming Partners with WOW Vegas to Revolutionise the Social Casino Experience

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Revolver Gaming, a leading developer of dynamic and innovative online slots, is thrilled to announce its latest partnership with WOW Vegas, one of the fastest-growing names in the social casino space. This strategic collaboration is set to redefine the gaming experience for players by bringing Revolver’s premium slot portfolio to WOW Vegas’ expanding audience.

Revolver Gaming has built a stellar reputation for crafting visually stunning games that combine immersive gameplay, innovative features, and captivating narratives. Titles such as Gumball 7’s, praised for its unique bonus mechanic on every spin, and Badlands, renowned for its side wind wild feature, have cemented Revolver’s place as a top-tier slots provider in the iGaming industry.

Ryan Lazarus, CEO at Revolver Gaming, expressed his excitement for the partnership:
“We are delighted to team up with WOW Vegas, a brand that shares our commitment to delivering exceptional gaming experiences. Their platform’s emphasis on entertainment and engagement aligns perfectly with our vision. Together, we aim to raise the bar for social casino gaming, bringing an exciting new wave of content to WOW Vegas players.”

Samuel Morales Sanchez, Social Casino Manager at WOW Vegas added:
“This partnership with Revolver Gaming is a significant step forward in our mission to offer the best in social casino entertainment. Revolver’s games are renowned for their quality and creativity, and we’re confident that our players will love the dynamic features and thrilling gameplay they bring. We look forward to seeing the positive impact this collaboration will have on our platform and community.”

A Partnership to Elevate Social Casino Gaming

Through this partnership, WOW Vegas will integrate Revolver Gaming’s signature slots into its platform, offering players an enhanced gaming library filled with innovative and engaging titles. The collaboration underscores WOW Vegas’ commitment to providing top-tier gaming content while enabling Revolver Gaming to expand its reach in the social casino space.

The post Revolver Gaming Partners with WOW Vegas to Revolutionise the Social Casino Experience appeared first on European Gaming Industry News.

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Middlesbrough Foundation set to benefit as principal partner Kindred donates front-of-shirt sponsorship in support of life-changing work across Teesside

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The life-changing work of the Middlesbrough FC (MFC) Foundation is set to receive a significant boost this weekend. The club’s principal partner, Kindred, has donated its front-of-shirt sponsorship ahead of the game against Hully City (Saturday 30th November), so that MFC can highlight its inspirational work across Teesside. Normally, the logo of gambling operator Unibet – with “Zero% Mission”, which is Kindred’s Responsible gambling message – would adorn First Team shirts.

The move is part of the club’s ‘Foundation Weekend’, and forms part of an initiative to highlight the Foundation’s life-changing work for participants of all ages in the local community, as well as how people in the area can access its projects and services.

The MFC Foundation works to raise aspirations and improve the life chances of young people and adults across Teesside. Its work is supported and funded, in part, by the club’s commercial partners, including Kindred Group.

Kindred is a long-term, valued partner of the club. As part of its commercial relationship with MFC, Kindred supports MFC Foundation’s ‘Think With Your Feet’ – a programme that enables local men to meet, play football and discuss their mental health issues in a safe, respectful environment. MFC Foundation works to raise aspirations and improve the life chances of young people and adults across Teesside.

Earlier this season, ‘Boro star Isaiah Jones sat down with a group of participants from the course where they chatted openly about mental health and the benefits of the ‘Think With Your Feet’ programme.

Kindred have partnered with Middlesbrough since 2018, making it one of the most successful and long-running in British football. It is due to run until at least 2027.

Sam Mead, UK General Manager, Kindred: “Our relationship with Middlesbrough FC and their Foundation is a long-running, deep and supportive one. We are all aware, and incredibly proud of, the Foundation’s incredible work in the North-East community. As such, we are delighted to once again donate our normal front-of-shirt space to the Foundation for this weekend’s fixture against Hull City. In the spirit of what this weekend is all about, we would urge supporters to seek out the MFC’s outreach programmes, if they feel they could benefit from the various initiatives on offer. Please visit mfcfoundation.co.uk for further information”

The post Middlesbrough Foundation set to benefit as principal partner Kindred donates front-of-shirt sponsorship in support of life-changing work across Teesside appeared first on European Gaming Industry News.

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