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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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Swansea City Teams Up with The Big Step

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Swansea City Teams Up with The Big Step
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Swansea City football club has teamed up with gambling harm reduction charity The Big Step in a trailblazing new partnership.

The Big Step is a football-focused gambling education project and part of the Gambling with Lives charity.

The 18-month Gambling Harms Prevention programme will be delivered by Swans’ fan Nick Phillips, himself a recovering gambling addict.

In addition to the support of the club, the scheme has also been backed by the Swansea City Supporters Trust, Swansea City Community Trust and has been positively received by local MP Carolyn Harris.

“I would like to thank the club and the supporters trust in giving us the opportunity to talk about gambling and, in particular, the harms that are attached with it,” Nick said.

“As a lifelong fan of the club, I am excited about this education project and believe it will have a significant positive impact amongst the fans and the local community.”

James Grimes, senior programme manager at Gambling with Lives and Founder of The Big Step, added: “I am so proud to announce our partnership with Swansea City, whose community scheme is renowned for improving lives.

“As a recovering gambling addict, I am passionate about preventing young people going through the same thing that I did. During 12 years of addiction, football failed to provide adequate warnings or the help that I so desperately needed.

“This partnership will show how football can be a positive social vehicle in preventing and reducing gambling harms in its community through our education, awareness and signposting work.”

Swansea City’s head of commercial, Rebecca Edwards-Symmons, said: “We are delighted to be able to lend our full support to the fine work of The Big Step.

“At Swansea City, our supporters and their welfare are at the centre of our values, so we were quick to pledge our backing to this project, which can help the lives of not just individuals, but their families and friends too.

“Aside from backing The Big Step, this season we have moved away from having a gambling company as our main kit sponsor, which allows our junior Jacks to proudly wear the same shirts as their heroes.

“These are the big steps we are making to help strengthen the battle against gambling addiction.”


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: Swansea City Teams Up with The Big Step

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Rix.GG signs Joonas “Mognus” Salo to Rocket League roster

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Rix.GG signs Joonas "Mognus" Salo to Rocket League rosterReading Time: 2 minutes

 

Rix.GG, a new esports organisation, announces the signing of Finnish superstar Joonas “Mognus” Salo to its Rocket League roster.

Rix.GG’s Rocket League roster ahead of RLCS X Winter Split will be:

  1. Dan “Polar” Rees
  2. Lorenzo “Dead-Monster” Tongiorgi
  3. Joonas “Mognus” Salo

By signing Joonas “Mognus” Salo, Rix.GG is taking a hybrid approach to both nurture home-grown talent and bolster it with unrivaled expertise in Rocket League. Joonas “Mognus” Salo brings with him a wealth of experience, competing and winning at the highest levels of the esport. Rix.GG hopes the move will lead to the development of a winning team strategy to become one of the top Rocket League teams in the EU.

Jamie Lewis, founder, said: “We [Rix.GG] are doubling down on our efforts to build a top tier team and are delighted to have a world-class talent like Mongnus on board. We feel he is the perfect addition to our budding team.”

Ibrahim Taylor, team manager, said: “Mognus is widely regarded as one of the most capable Rocket League players, someone that has seen great success for many years at the very pinnacle of competitive Rocket League. He also gels very well with the team and the great atmosphere is clear to see. Polar and Dead-Monster are both keen to continue to improve, with the experience and history Mognus brings he is the perfect person for them to combine with to take them to new heights.”

Joonas “Mognus” Salo, said: “I’m happy to be joining Rix.GG as a new third player for its Rocket League team. They take good care of their players, so I know I’m in good hands. Immediately from the first scrim I noticed the potential that Polar and Dead-monster have. With my experience, I hope to bring more consistency to the table

and bring out the best of my teammates. It will definitely take some time, but I hope you can support me and my new team on this journey.”


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: Rix.GG signs Joonas “Mognus” Salo to Rocket League roster

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PAGCOR Considers Allowing Casinos to Operate Online Gambling

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PAGCOR Considers Allowing Casinos to Operate Online Gambling
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The Philippines Amusement and Gaming Corp (PAGCOR) has confirmed that it is considering a proposal to allow online gambling in casinos.

The regulator said it has received requests from operators to allow online bets from known patrons in order to reduce the financial impact of pandemic-related restrictions.

PAGCOR said the departments involved are currently conducting studies on the proposals.

The regulator is already evaluating the legalisation of streaming sabong events in authorised arenas.

An industry source said the change was likely to be made soon but only for Philippine clients.


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: PAGCOR Considers Allowing Casinos to Operate Online Gambling

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