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Clear increase in the Covid-19 year: German games market grows by 32 per cent

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Clear increase in the Covid-19 year: German games market grows by 32 per cent
Clear increase in the Covid-19 year: German games market grows by 32 per centReading Time: 3 minutes

 

The German games market set a new record in sales revenue during the Covid-19 year 2020: computer and video games and the related hardware generated approximately 8.5 billion euros in revenue, representing an increase of 32 per cent compared to the previous year. This information was announced today by game – the German Games Industry Association based on data from market research institutes GfK and App Annie. Sales revenue in 2020 saw considerable growth in the areas of both hardware and software, with games consoles, gaming PCs and peripherals achieving roughly 3.2 billion euros in sales. This equates to an increase of 26 per cent compared with 2019. The submarket for computer and video games saw even stronger growth, with revenues of 5.2 billion euros achieved through game purchases, in-game and in-app purchases, subscriptions and charges for online services. As a result, this part of the market managed to grow by 36 per cent compared to the previous year.

‘The unusually strong growth in the games market shows how important games were during the Covid-19 year 2020. They brought millions of people together, enabled players to explore new worlds despite the travel restrictions, supported home schooling or simply provided a welcome diversion amidst the pandemic,’ says Felix Falk, Managing Director of game. ‘It wasn’t always possible to meet the strong demand for games consoles or gaming graphic cards, due to limited availability. Many German households upgraded their technical equipment at home during the course of the Covid-19 pandemic, so they are now ready for the top games of the coming years.’

 

Growth across all market segments

All segments of the German games market managed to achieve growth in 2020. The strongest increase was posted in sales revenue for in-game and in-app purchases, which grew by 44 per cent within a single year, achieving total sales revenue of over 3.2 billion euros. Charges for online services also saw especially strong growth of 50 per cent to 692 million euros. This segment includes online services, subscriptions and cloud gaming services such as EA Play Pro, Nintendo Switch Online, PlayStation Plus, Xbox Game Pass and Ubisoft+. The sale of computer and video games generated more than 1.1 billion euros in revenue, an 11 per cent increase over 2019. Subscriptions to individual games, such as ‘World of Warcraft’ and ‘Final Fantasy XIV’, resulted in a 44 per cent increase in sales revenue. This market segment thus grew to 163 million euros.

 

About the market data

Please note: GfK has adjusted its definition of hardware designed for games, with the result that the market size comes out higher – also for the figures already reported last year for 2019.

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 video 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 video 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.

 

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.

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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FBM Foundation elevates schools in Laguna and Cavite with donations to boost digital educational progress

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The two solidarity gestures executed by FBM Foundation in May prove once again the project’s commitment to nurturing future digital leaders and empowering communities through education.

This significant donation to Mabato National High School included 15 computer sets, tables, chairs, and 300 FBM Foundation backpacks. FBM Foundation conducted a turnover ceremony at Mabato National High School, on May 17th, attended by Pepe Costa, FBM’s Country Manager for the Philippines, and six volunteers. The ceremony highlighted the contributions of Gareth M. Prondoza, the School Head, and the teaching and non-teaching staff for their coordination.

In Dr. Jose P. Rizal Senior High School, FBM Foundation donated 35 computer sets, tables, chairs, 2 split-type air conditioners, and 800 FBM Foundation backpacks. This second social effort had a final turnover ceremony at Dr. Jose P. Rizal Senior High School. Renato Almeida, Director at FBM, Pepe Costa, and Alex Studart, Head Operation Manager at MEMO, attended the ceremony together with 15 volunteers.

During the event, special acknowledgments were given to Ms. Maria Lalaine M. Barrameda, Assistant School Principal II, Mr. Sandy U. Mera, ASP Coordinator, Mr. Robert John Dela Cruz, and the teaching and non-teaching staff for their invaluable contributions.

Alongside the computer donations, FBM Foundation facilitated the renovation of the computer laboratory and faculty room at Mabato National High School and at Dr. Jose P. Rizal Senior High School. These renovations were supported by a dedicated team of volunteers who worked tirelessly to make the learning spaces safer and more comfortable, promoting holistic development and the welfare of the entire school community. FBM Foundation’s motto, “Building a Champion by a Champion: Shaping Digital Leaders Tomorrow,” reflects its vision and impact. Through education, the corporate social responsibility project of the FBM® Group uplifts communities, drives innovation, and nurtures future leaders. The Foundation’s initiatives and partnerships are designed to catalyze positive change, inspiring students to achieve their dreams.

In total, 27 volunteers participated in the renovation and turnover ceremonies, showcasing the collective effort and dedication towards making this project a success.

The post FBM Foundation elevates schools in Laguna and Cavite with donations to boost digital educational progress appeared first on European Gaming Industry News.

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SkillOnNet Hooks Up with Spinomenal for Global Content Deal

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Global entertainment powerhouse SkillOnNet has teamed up with leading iGaming content provider Spinomenal in a new slots content deal. The multi-jurisdictional partnership means SkillOnNet’s international collection of brands are now showcasing Spinomenal’s top-performing titles, such as like Baba Yaga Tales, Demi Gods II and Queen of Ice.

SkillOnNet operates more than 40 online casino brands in numerous regulated markets. These include household names like PlayOJO in the UK and Ontario; PlayUZU in Spain, Mexico, and Buenos Aires City; BacanaPlay in Portugal, and DrueckGlueck in Germany.

Founded in 2014, Spinomenal is one of the fastest-growing iGaming suppliers in the industry. with more than richly themed 300 game releases licensed in over 25 licensed casino jurisdictions worldwide.

The revolutionary Spinomenal Universe has also now been unveiled on the SkillOnNet network which invites players to embark on a journey through an expansive world where beloved characters from various titles intertwine in fresh narratives.

Jani Kontturi, Head of Games at SkillOnNet said: “At SkillOnNet, we want partners that create games that really stand out from the crowd. Spinomenal’s portfolio is bursting with strong ideas, powerful stories, cool mathematical models and games that push the boundaries of creativity. We’re delighted to welcome them to our network.”

Lior Shvartz, CEO for Spinomenal commented: “SkillOnNet is a fantastic tier-one operator and we’re proud that our games are now available on its platform. We expect this to be the beginning of a long and mutually beneficial partnership.”

The post SkillOnNet Hooks Up with Spinomenal for Global Content Deal appeared first on European Gaming Industry News.

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SIS and RAS combine to deliver premium Live Racing offering to global operator Stake.com

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Sports Information Service (SIS) will provide Stake.com with its extensive library of global Live Racing content, along with early pricing and derivative markets supplied by Racing and Sports (RAS), to offer its bettors a best-in-class service.

SIS is the leading muti-content supplier of 24/7 live betting opportunities and is set to deliver its round-the-clock portfolio of horse and greyhound racing to Stake. To maximise engagement for Stake bettors, RAS will provide its vast range of early pricing and derivative markets to allow for longer trading windows.

This integration will allow Stake, in partnership with SIS and RAS, to present an array of wagering opportunities in a more accessible and relatable format.

Stake is a leading global betting operator boasting an online sportsbook and casino platform. It has secured high-profile sponsorships with Everton Football Club, UFC, the Stake F1 team and many more.

SIS’ Live Racing offering consists of over 36,000 live horse races annually from over 170 racecourses across six continents. This content includes live streaming, on-screen graphics and commentary, providing a unique and comprehensive experience. In addition, the greyhound racing portfolio of SIS offers a further 26,000 races annually to Stake.

RAS will provide enhanced data for the entire portfolio of content, enabling bettors to have all the necessary “easy to read” data and live comprehensive pricing available at a fingertip.

Andy Kelly, Head of Commercial Partnerships at SIS, said: “Stake has a huge footprint across the world and this deal is a major one for us, as we seek to expand the appeal of racing products. By providing our full range of racing content, we are confident this will enrich the customer experience.”

Jarrod Febbraio, Director of Commercial at Stake, said: “It remains our goal to continually strive to enhance our product portfolio to our customers. Partnering with RAS as our platform provider and SIS providing their racing content, with their long-standing reputations, speaks for itself.”

Stephen Crispe, Chief Executive Officer at RAS, said: “Our primary focus is to provide a best-in-class service to our customers. The extensive content available through SIS, together with the enhanced data, in several different languages provides RAS with an exciting opportunity to showcase our offering.”

The post SIS and RAS combine to deliver premium Live Racing offering to global operator Stake.com appeared first on European Gaming Industry News.

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