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Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End

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Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End
Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 EndReading Time: 3 minutes

 

The Global Virtual Reality in Gaming Market is expected to be valued at US$ 38,331.5 million by 2027, exhibiting a CAGR of 28.6% during the forecast period of 2020 to 2027, as highlighted in a report published by Coherent Market Insights.

Virtual reality is the use of computer technology to create a simulated environment using computer software and hardware technologies. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience. There are several equipped to these devices that record the movement.

Growing digitization and advancement in technology is expected to boost the global virtual reality in gaming market growth over the forecast period
Over the years, both developed and emerging economies have witnessed massive digitization. This is complemented with advancements in technology, in order to expand the use of virtual reality devices. There are various technological advancements are expected in the near future namely wide field-of-view AR displays, transition from PC-based to standalone mobile VR devices, 5G mobile devices, and more. Such technological advancements enhance the user experience and reduce the latency up to a significant level. Hence, these factors are expected to drive growth of the global virtual reality in gaming market growth over the forecast period.

Launch of novel products can present lucrative growth opportunities for market players
Key players are focused on research and development activities, in order to expand the product portfolio and gain a competitive edge in the market. For instance, in May 2014, Electronic Arts Inc. launched EA Sports NHL 15, the first title in a new generation of hockey games. In August 2013, Nintendo Co. Ltd. introduced a 2DS handheld gaming device. The device enabled the user to play 3DS and all other games with the device. Furthermore, in February 2014, Sony Corporation launched its virtual reality headsets named HMZ- T3Q VR.

Challenges associated with user-friendly VR are expected to hamper the global virtual reality in gaming market growth over the forecast period
Despite its various advantages such as enhanced quality and realistic experience, many VR devices are not user friendly. Some of those devices are complicated to use and require adequate training long before they used for gaming experience. Manufacturers are required to provide a user-friendly device that can be operated by a layman as well. Hence, such factors are expected to hamper the global virtual reality in gaming market growth over the forecast period.

North America Trends

According to Coherent Market Insights’s study among regions, North America is expected to witness significant growth in the global virtual reality in gaming market during the forecast period. This is owing to the large presence of major VR companies across the region. Furthermore, growing investment in cutting-edge technologies is expected to propel the global virtual reality in gaming market growth over the forecast period.

Europe Trends

Europe is expected to register robust growth rate in the global virtual reality in gaming market over the forecast period. This owing to constant digitalization of various industries across the region. Furthermore, high growth of VR market in France is expected to boost the regional market growth over the forecast period.
Global Virtual Reality in Gaming Market – Impact of Coronavirus (Covid-19) Pandemic
The countries such as China and India, are play crucial role in the supply chain of virtual reality in gaming market. In the span of lockdown the supply chain in these countries mainly disturbed. Many industries were forced to close down their manufacturing site or remained operational with limited people working on the shop floor, which lowered the production capacity of factories. Further, demand for non-essential products decreased during the pandemic. This hindered the market growth during the pandemic.

Competitive Section
Key companies operating in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.

Key Developments

Major companies are focused on research and development activities, in order to enhance the market presence. For instance, in May 2020, Oculus VR, a subsidiary of Facebook Inc., announced that it is developing a new Quest VR headset of 90Hz for the smoother gaming experience.
Key market players are involved in collaborations and partnerships, in order to gain a competitive edge in the market. For instance, in December 2017, Sega Corporation collaborated with StarVR to introduce premium VR arcade experience in Japan.


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: Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End

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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Champions League Drama & EPL Showdown — WinSpirit Launches Betting Series with 2,500 USD in Freebets

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March brings some of the most anticipated football clashes across Europe, including Champions League knockout battles, Premier League showdowns, and UEFA Nations League fixtures. To mark the occasion, WinSpirit has introduced a dedicated Weekly Tournament Series, giving bettors the opportunity to compete across four weeks and claim a share of the Freebet prize pool.

4 Weeks. 4 Tournaments. 2,500 USD in Freebets.

As the football calendar intensifies with Liverpool vs. PSG, Arsenal vs. Chelsea, and Germany vs. Italy, WinSpirit introduces a new Weekly Tournament Series designed to bring even more excitement to sports betting. Across four weeks, participants can compete in a points-based system, with the top 10 players in each tournament earning Freebets.

Tournament Schedule & Prize Pool

  • March 7–11 – 500 USD in Freebets
  • March 14–18 – 500 USD in Freebets
  • March 21–25 – 500 USD in Freebets
  • March 28–April 1 – Grand Finale: 1,000 USD in Freebets

How to Join the Action

  • Place bets with min odds of 1.50
  • Earn 1 point for every qualifying bet (1 EUR = 1 point)
  • Climb the leaderboard and finish in the top 10 to win

The Weekly Tournament Series will be available on the WinSpirit platform according to the schedule. Stay tuned for more upcoming tournaments on the WinSpirit website.

The post Champions League Drama & EPL Showdown — WinSpirit Launches Betting Series with 2,500 USD in Freebets appeared first on European Gaming Industry News.

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French Union of Professional Esports Clubs (UFCEP): Esports clubs unite to strengthen their representation in France

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Today marks a historic moment for the global esports industry with the creation of the French Union of Professional Esports Clubs (UFCEP). The new association will unite France’s leading esports clubs, including Team Vitality, Karmine Corp, Gentle Mates, and Solary, to collectively represent the esports ecosystem and its passionate fanbase. The UFCEP will play a crucial role in shaping future decisions made by government bodies, tournament organizers, and publishers, ensuring the continued growth and success of esports in France and beyond.

The UFCEP’s initiative is part of a bigger strategy aimed at building a stronger, more credible and sustainable global esports ecosystem. A unique opportunity to strengthen France’s position as a key player in the global esports industry and create a new union to represent and support its various stakeholders, especially with many key deadlines fast approaching in 2025, including the VALORANT Champions and the Rocket League Worlds esports tournaments

A new union to represent France and the esports ecosystem

The UFCEP builds upon years of collaboration among France’s top esports clubs, having collectively worked together to evolve and grow the global esports industry. With a mission to increase the visibility and credibility of esports worldwide, the union is dedicated to representing the interests of both the clubs and their passionate fanbase. Its goal is to elevate the global esports landscape by fostering positive change on both the international and local levels.

By representing all French esports clubs and their millions of fans, the UFCEP is creating one strong voice that the teams and clubs can identify with. The UFCEP will also represent the needs of the esports ecosystem, including fans, clubs and players, any decisions made by tournament organizers and game publishers and manage any issues with government bodies.

Aligned with the global esports landscape, the UFCEP is committed to promoting an open and inclusive model, allowing any club that meets the eligibility criteria to automatically join the union. This approach guarantees representation for all professional esports clubs, embracing their diversity while uniting them within a structured and cohesive ecosystem.

The elected members of the Steering Committee will be responsible for representing the interests of the UFCEP and serving as key communicators with various stakeholders, including tournament organizers, publishers, government, parliamentarians, and economic and institutional decision-makers. A designated representative will ensure a supportive framework that promotes the long-term sustainability of the esports ecosystem, safeguarding the interests of its brands, fans, and players.

Protecting the sustainability and structure of the esports industry

Comprising internationally recognized esports organisations, the UFCEP represents a diverse range of popular esports titles, including League of Legends, Rocket League, VALORANT and Counter-Strike. These French clubs also boast a roster of exceptionally talented professional gamers, including Mathieu “zywOo” Herbaut, Caliste “Caliste” Henry-Hennebert, Jeremy “Eika” Valdenaire, and Luna “Lilith” Benzerara-Arnoux. Home to many esports superstars, France has an incredible ability to create and nurture talent, a strength that must be protected and built on to develop and propel the global esports industry into the next generation.

The participating esports clubs are already deeply committed to fostering a healthy and sustainable ecosystem. However, to elevate these efforts further, a robust framework must be created, coupled with comprehensive support for players throughout their careers. This involves developing personalised training programs that empower players to continue their education alongside their professional esports careers. Additionally, dedicated training courses, such as esports focused studies and specialised skills development, are crucial to nurturing player growth. This enhanced support system will unlock greater post-career opportunities for young talent, ensuring long-term success both on and off the screen.

Equally vital is addressing the challenges players face in their professional journeys. This begins with the creation of a streamlined legal framework that facilitates visa processing during transfer periods and prioritises the protection of players’ mental well-being. Combating the pervasive threat of cyberbullying, a significant concern for many young esports and sports athletes alike, must remain a top priority.

These measures are crucial, not only for safeguarding players but also for strengthening France’s position as an emerging global esports hub. With a rising number of French players exerting significant economic influence and an increasing influx of major international tournaments being held in the country, ensuring their well-being and development is fundamental to sustaining this momentum.

France, an esports nation, fuelled by its passionate young fanbase

The UFCEP stands firm in its commitment to the core values that define esports and unite its players: performance, inclusion, and passion. These organizations play a pivotal role in shaping French youth culture, captivating over 7 million fans, predominantly between the ages of 18 and 34. Through their active participation in major international competitions, they continue to expand their influence and elevate France’s standing on the global esports stage.

As the global esports audience experiences significant growth, reaching 544 million fans in 2024, France has emerged as a key destination for hosting major international events. Paris has been chosen multiple times by Riot Games, the publisher of League of Legends, to host the highly coveted World Championship Finals. In 2023, the region made history by hosting the inaugural Counter-Strike Major, an event of Grand Slam caliber in the esports world.

Looking ahead, 2025 is poised to be an equally prestigious year for the esports ecosystem. The UFCEP’s member clubs will be at the forefront of a calendar brimming with high-profile tournaments, including the VALORANT Champions (equivalent to World Championships), the Rocket League Worlds, the Evolution Championship Series, the 2025 Fortnite Global Championship and the TFT Open Qualifier.

These events provide a unique opportunity for the UFCEP to collaborate closely with governing bodies, tournament organizers, and publishers to create unforgettable experiences for fans, athletes, clubs and players alike. With an unwavering focus on advancing France’s position as a global esports powerhouse, the UFCEP is poised to continue driving positive change and shaping the future of esports on the world stage.

The post French Union of Professional Esports Clubs (UFCEP): Esports clubs unite to strengthen their representation in France appeared first on European Gaming Industry News.

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How to Drive Traffic Without Caps and Earn Without Limits? Betmen Affiliates x Marsa Team

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If you – as an affiliate marketer – can generate quality traffic, then you can easily secure offers with competitive CPA rates. However, these often come with limited daily caps – a well-known pain point in the market. Advertisers are afraid of running into high costs, are reluctant to share other GEOs with advertising networks, or simply don’t trust you.
The problem of limited caps becomes even more apparent when resources allow affiliates to drive traffic in large volumes, and due to constant caps, partners have to gather dozens of offers at once in order to earn.
In this article, Betmen Affiliates and Marsa Team explain how to go about building relationships in the iGaming market. We discuss how the two companies worked using a spend-based traffic payment model with no volume limitation, and why such conditions are a real growth opportunity for affiliate marketers.

How Teams Typically Take on Offers and What Problems They Face
When an Affiliate Sales Manager agrees on an offer’s terms, rates and an offer’s technical aspects, the next step for partners is the test run. This usually involves 25-50 FTDs (first-time deposits). After the traffic is delivered, the advertiser checks the profitability over 1-2 weeks, analyzing player behavior, the percentage of bonuses that were used, and other metrics.
If the traffic quality is deemed suitable, the affiliate is given a small daily cap. The CPA rate, however, remains unchanged or increases slightly, resulting in little profit to the affiliate marketer in this collaboration.

We can see two issues with this partnership model:

1. Limited scaling opportunities. Very often, the advertiser is not willing to provide a significant increase in the cap — for example, offering 70 daily FTDs instead of 50. Volumes such as these are insufficient for a large team of affiliate marketers. This means new offers must constantly be found leaving the affiliate team to, each time, have to adapt to a new product and new conditions. Circumstances such as these make it hard to predict profits.

2. Even a converting offer might not be profitable. Let’s say an affiliate team has a good deal whereby they provide high-quality traffic and bring in a positive – though not high – ROI of 30%. With a volume of 50 daily FTDs, income is indeed insignificant. With a CPA of $100, in a month, an affiliate team could earn:

This offer results in a profit of around $1,000 per day. Working with the advertiser under these conditions is pointless if the offer can’t be scaled. However, if volumes were increased tenfold with profits of $349,000, the situation would certainly be more appealing, right?

The Uncapped Model Used by Marsa Team and Betmen Affiliates
To transition to an uncapped model, partners had to achieve a certain level of traffic quality without increasing the cost of acquiring deposits to critical levels. Team leads from both sides communicated regularly to solve problems together: they worked on targeting by excluding smaller cities, adapted age groups, and adjusted creative approaches. The Marsa Team was open to suggestions, and the quality of traffic started to improve.

Quality traffic always leads to higher lead costs, so Betmen Affiliates suggested that the Marsa team switch to a spend-based payment model and drive traffic at any volume – a proposal which was much more interesting and profitable than working on a CPA basis.

The spend-based model works like this: after selecting the GEO and setting the deposit price, partners receive a fixed percentage of the amount their advertising expenses for meeting their target. The quality of the traffic is evaluated as a percentage based on the 14-day Deposit OAS: for example, if you agreed on terms of 25% on the amount spent with a 70% 14-day Deposit OAS, you would earn $2,500 for every $10,000 spent on advertising.

The main difference with the spend-based model is that the same lead may cost $100 under a CPA model and twice as much when working on a spend-model. This means that the team sets its own cost per lead. The only condition is higher traffic quality: the advertiser will expect that these types of players will show better results than those acquired through CPA.

 

How to Get an Uncapped Offer and Other Traffic Conditions
We have two main recommendations:

  1. Build a relationship of trust with the advertiser. Approach requests to improve traffic quality not as a signal to terminate the offer but as an opportunity for long-term cooperation. The advertiser can always help with recommendations and advice — optimize campaigns together, and the partner will notice that you’re interested in mutual success.
  2. Test multiple approaches and analyze all available metrics. If you want to drive traffic using the spend-based model with no caps, you’ll need to find an approach that gives you the most cost-effective FTD acquisition price and provides the advertiser with the required quality.

It may take months before you and your partner come to a mutual understanding, but the numbers speak for themselves as it is well worth it!

Where to Get an Uncapped Offer?
At Betmen Affiliates, we aim for long-term and mutually beneficial cooperation. All you need to do is bring in quality traffic, and in return, we’ll purchase all your traffic volume. Register on the Betmen Affiliates website to kickstart a productive, successful collaboration.

The post How to Drive Traffic Without Caps and Earn Without Limits? Betmen Affiliates x Marsa Team appeared first on European Gaming Industry News.

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