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German games market grows by 22 per cent in the first half of 2021
• German games market sees further increase in growth after 2020
• Half of Germans believe that the potential of games is not yet adequately exploited
• Free-to-play games enjoy high levels of acceptance among players
• Around seven million Germans watch gaming live streams, and a third of these do so at least several times a week
Last year’s strong growth of the German games market continued in the first half of 2021: in the first six months of this year, sales revenue in computer and video games and associated hardware grew by 22 per cent year-on-year to a level of 4.6 billion euros. This was announced today by game – the German Games Industry Association at the gamescom press conference. gamescom itself starts this Wednesday evening. This data is based on surveys carried out by the market research companies GfK and App Annie. The strongest drivers of growth include in-game and in-app purchases: the revenue from these services grew by 34 per cent to around 2 billion euros in the first half of the year. The high demand for games hardware such as games consoles, graphic cards, etc. generated revenue growth of 24 per cent to around 1.7 billion euros. Charges for online networks also considerably boosted revenues, rising by 18 per cent to 378 million euros in the first half of 2021.
‘The demand for games and corresponding hardware remains strong this year following the surge in 2020. In particular, the springtime shutdowns during the coronavirus pandemic saw many people in Germany reach for their smartphone, games console and PC in order to play games and have fun with other people,’ says game Managing Director Felix Falk. ‘As well as being first-rate entertainment, games also offer huge potential for dealing with the challenges of our age, such as the coronavirus pandemic, climate change or the digitalisation of our society. Unfortunately, this potential is still insufficiently exploited in Germany – a situation that more than half of Germans currently believe to be a problem. With German parliamentary elections on the horizon, this should be a clear signal to politicians to improve the framework conditions for the games industry and to further leverage the potential of games for our society and economy in future.’
Half of Germans believe that the potential of games is not yet being adequately exploited
This year’s gamescom is raising awareness of the huge potential of games under the guiding principle of ‘Games: The New Normal’. Computer and video games not only make millions of people happy every day, they have long been used in companies, schools, retirement homes and museums. Whether environmental protection, health or for using the coronavirus app: 50 per cent of Germans believe that the huge potential of games is not yet being adequately exploited in Germany. More than half of Germans agree with the statement that games can help inculcate environmentally aware behaviour by simulating the consequences of environmentally damaging actions. Almost as many people agree with the statement that gamification can motivate people to move more in their everyday lives and eat more healthily, and can contribute to a healthy lifestyle as a result. Nearly four out of ten Germans see the deployment of gamification as an opportunity to increase the acceptance and use of digital solutions such as the coronavirus app.
Free-to-play games enjoy high levels of acceptance
Never before have so many games been available to play for so little money. gamescom highlights this development with the trend ‘more games for less money’. Free-to-play games are one of the main reasons for this trend, in addition to the burgeoning array of increasingly extensive subscription services that give users access to the latest blockbuster and indie games for just a few euros per month. Because they are free of charge while incorporating optional additional purchases, free-to-play games enjoy high levels of acceptance among video game players. Around three quarters of all players in Germany have played free-to-play games without spending any money on them. Just under six out of ten players believe such games to be better than having to pay a fixed amount of money in advance. Around half of players consider in-game purchases – which enable the free-to-play games to finance themselves – to be fair because they are optional and are a means of funding the development of the games.
Live-streaming as a ‘campfire for the digital age’
This year’s ‘live-streaming’ trend at gamescom refers to a phenomenon of games culture that has experienced uncommonly high growth over recent years. Live broadcasts on platforms such as Twitch, YouTube or Facebook Gaming that actively involve the community have long been regarded as the campfire of the digital age. Over seven million people in Germany use corresponding platforms for gaming live streams, and a third of them do so at least several times a week. Additionally, many other subject areas such as cooking, talk formats or sports events – and not just gaming – are hugely popular on the platforms. The special feature of the live streams on these platforms is the direct communication between creator and community, and it is this interaction that is the entertaining factor. gamescom also utilises live-streaming to delight millions of fans around the world with shows such as gamescom: Opening Night Live or gamescom: Awesome Indies, with talk formats such as the gamescom studio and also live streams from a host of partners.
About the 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 the first half of 2020.
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.
The survey data used is based on an online survey by YouGov Deutschland GmbH in which 2,052 persons participated between 3 and 5 August 2021. 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.

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Velocity Gaming Clinches VCT Ascension Pacific Slot After Dominant LAN Finale Victory at OMEN VCSA 2025
- Velocity Gaming Clinches VCT Ascension Pacific Slot After Dominant LAN Finale Victory at OMEN VCSA 2025
- Velocity Gaming bests S8UL 3-1 in the Grand Finale of the OMEN VCSA 2025 Ascension Qualifiers LAN
- Multi-Million Viewership Milestone Marks New High for South Asian VALORANT
Velocity Gaming has secured its place at VCT Ascension Pacific 2025 after beating S8UL 3-1 in the Grand Final of the OMEN VCSA 2025 Ascension Qualifiers LAN, held at Ardee Mall in Gurugram. The team takes home ₹24.3 lakhs in prize money and will now represent India on the international VALORANT stage this October in Bangkok. S8UL, who made it to the finals through the lower bracket, finishes as runner-up and wins ₹12.15 lakhs.
“Been practicing and getting better as a team to achieve this one goal. It’s a really special one for us. This is step one, however, and it’s time to represent South Asia at VCT Ascension Pacific and make all of us proud!” said Adarsh Singh, Organization Manager, Velocity Gaming.
Road to the Finals
Before the final, S8UL faced DOT EXE Esports in the Lower Bracket Final and won 3-1, setting up the last match against Velocity Gaming. Velocity, who had stayed undefeated through the upper bracket, closed out the final in four maps to win the series.
Showmatch Brings Creators to the Fore
Fans at the venue also got to enjoy a creator showmatch on Day 2, featuring popular names like Sikhwarrior, Mackletv, Chhabra Saab, and Pooja Bisht. The match added a fun break between the competitions and gave the audience a chance to see their favorite creators play live.
“Big congratulations to Velocity Gaming for an outstanding performance against the best in the region. With OMEN VCSA, NODWIN Gaming, and Riot Games have worked to build a long-term, sustainable ecosystem for VALORANT in South Asia that gives top talent the stage they deserve. This event wouldn’t have been possible without the incredible support from our partners and the passion of the fans who showed up in full force. We’re proud to have played a part in pushing the VALORANT esports scene forward, and we’re excited to see Velocity Gaming carry that momentum onto the global stage.” said Akshat Rathee, Co-Founder & Managing Director, NODWIN Gaming.
“This tournament was a reflection of how far the VALORANT community in South Asia has come. The passion from fans, the level of competition, and the support behind these teams show that this region is ready for the global stage. At Riot, we’ve always believed in building player-first experiences, and it’s incredible to see that vision come to life through events like OMEN VCSA. We’re proud of every team that competed and excited to see Velocity Gaming carry the community’s hopes to Ascension.” added Sukamal Pegu, Esports Lead, South Asia, Riot Games.
OMEN VCSA 2025 Draws Record-Breaking Viewership
The OMEN VCSA 2025 Ascension Qualifiers witnessed an overwhelming response from fans across South Asia and beyond. With over 12 million views and more than 50,000 peak concurrent viewers across creator and official pages, the tournament emerged as one of the most-watched VALORANT events in the region this year.
With broadcasts in both Hindi and English, the event reached a diverse and passionate audience, underscoring the growing popularity of competitive VALORANT in South Asia.
What’s Next?
Velocity Gaming will now represent South Asia at the VCT Ascension Pacific 2025, scheduled to take place from October 13 to 26, 2025, in Bangkok, Thailand. The tournament will feature 10 elite teams from across the Asia-Pacific region, all competing for promotion to the VCT Pacific League 2026.
The post Velocity Gaming Clinches VCT Ascension Pacific Slot After Dominant LAN Finale Victory at OMEN VCSA 2025 appeared first on European Gaming Industry News.
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2025 PUBG MOBILE WORLD CUP KICKS OFF WITH GROUP DRAW AHEAD OF ESPORTS WORLD CUP
- The PUBG MOBILE World Cup has returned, marking its second year as part of the Esports World Cup in Riyadh
- 24 teams from PUBG MOBILE Esports regional leagues have been placed into Groups Red, Yellow, and Green
- The Group Draw has determined the matchings for the Group Stage, where three groups will fight to secure their place in the Grand Finals or the Survival Stage
- This marks the first step in the biggest PUBG MOBILE Esports event of the summer, with each team aiming for the mighty $3,000,000 USD prize pool
PUBG MOBILE Esports is pleased to announce that the PUBG MOBILE World Cup (PMWC) is back for a thrilling second edition, once again taking centre stage as part of the prestigious Esports World Cup in Riyadh. Its momentous return kicks off with the Group Draw, where 24 teams from across the globe have been split into three groups to go head-to-head in the Group Stage, from July 25th-27th, for a chance to move one step closer to glory in this year’s official mid-season tournament. With an impressive lineup and a mighty $3,000,000 USD prize pool on the line, only one team will rise to the occasion to take the 2025 PMWC title.
Debuting last year, the 2025 PMWC is the headline PUBG MOBILE Esports tournament of the summer, making its comeback this year as a key part of the Esports World Cup. PUBG MOBILE Esports returns to represent its larger commitment to growing the global mobile esports ecosystem. Raising the stakes even higher for this year’s competition, the dynamic SMASH ruleset has had a refresh. In the updated ruleset, a team must first reach the match point, defined by the top team’s score after Day 2 plus 10 points, then win a match to claim the 2025 PMWC Championship title. If no team does this in 18 matches, the team with the highest overall points wins the tournament.
The Group Draw not only shapes the first battles of the tournament but also sets the tone for the breakout performances to come. The 2025 PMWC Group Draw has followed a strategic format — the 24 elite teams have been seeded into five pools based on their regional qualification results, and drawn into three groups: Red, Green, and Yellow. Battling their way through the Group Stage, these three groups will consist of eight teams seeking the number one title at the Grand Finals this August.
Representing top talent from around the globe, the 24 teams have earned their spots through intense regional leagues such as the PUBG MOBILE Super League (PMSL), PUBG MOBILE Challengers League (PMCL), along with invites from all other regions. With the draw now concluded, all teams will advance beyond the Group Stage, with the top eight securing direct entry into the Grand Finals. The remaining 16 will battle through the Survival Stage for a second chance at a spot in the championship, making every match critical as teams fight to extend their 2025 PMWC journey.
Each group and their teams can be found below:
Group Red |
Group Yellow |
Group Green |
Team Falcons | Fire Flux Esports | IDA Esports |
Horaa Esports | Regnum Carya Esports | Alpha Gaming |
eArena | 4Thrives Esports | Alter Ego Ares |
POWR Esports | Team Secret | Gamax Esports |
Alpha7 Esports | Team Vision | INTENSE GAME |
Nongshim RedForce | INFLUENCE RAGE | KINOTROPE Gaming |
Weibo Gaming | DRX | TT Global |
Aryan & TMG Gaming | Yangon Galacticos | R8 Esports |
Key PMWC dates:
- Group Stage – 25th – 27th July
- Survival Stage – 29th – 30th July
- Grand Finals – 1st – 3rd August
For more information on the confirmed teams, schedule and where to watch, please visit the official PUBG MOBILE Esports channels on Facebook, Instagram, X, TikTok, and YouTube.
The post 2025 PUBG MOBILE WORLD CUP KICKS OFF WITH GROUP DRAW AHEAD OF ESPORTS WORLD CUP appeared first on European Gaming Industry News.
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Gaming Americas Weekly Roundup – July 7-13
Welcome to our weekly roundup of American gambling news again! Here, we are going through the weekly highlights of the American gambling industry which include the latest news and new partnerships. Read on and get updated.
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Apollo announced the completion of the previously announced acquisitions of International Game Technology PLC’s (doing business as Brightstar Lottery) Gaming & Digital Business and Everi Holdings Inc. (Everi) by a holding company owned by funds managed by Apollo affiliates (the Apollo Funds). The all-cash transaction, valued at approximately $6.3 billion, brings together complementary businesses to form a privately held global leader in gaming, digital and financial technology solutions. The two companies will be integrated into a combined enterprise in the coming months. Headquartered in Las Vegas, the combined enterprise will operate under the IGT name, while retaining the Everi brand in select markets and product lines.
Luckbet has announced Vitor Paulin as its Chief Marketing Officer (CMO), bringing his expertise in branding, digital marketing, data-driven strategies, performance, CRM and user experience optimisation to lead the brand’s positioning at a strategic moment for the betting sector in Brazil. With a consolidated track record in branding, strategy and communication, Paulin takes on the mission of boosting the company’s marketing initiatives, strengthening its presence in the market. Having worked for renowned companies such as Accenture, Ogilvy, Cadastra, Havas, Dentsu, Digitas, Serasa Experian, Escola Conquer and Grupo Aposta Ganha, Vitor has accumulated experience in leadership positions, including CMO and Chief Growth Officer.
Snoqualmie Casino & Hotel has officially opened its newly expanded non-smoking gaming floor, marking a significant milestone in the property’s continued commitment to exceptional guest experiences. Located adjacent to the hotel lobby, the new, larger non-smoking slot floor will feature nearly 400 of today’s most popular slot machines in a fresh, modern environment designed exclusively for non-smoking guests. This addition enhances the casino’s dedication to providing smoke-free gaming options in a luxury setting. For convenience and ease of access, non-smoking guests can also take advantage of the smoke-free entrance via the hotel’s valet parking. This new space complements Snoqualmie Casino & Hotel’s existing fully enclosed, non-smoking slot area near Falls Buffet and Snoqualmie Café & Deli, offering guests even more choice and accessibility when it comes to their preferred gaming environment.
Partnerships
Hasbro has announced a new slate of multi-year licensing partnerships aimed at transforming and expanding its most popular brands across the casino category. After a comprehensive review and market evaluation, Hasbro has selected Aristocrat Technologies, Evolution, Galaxy Gaming, and Bally’s as its newest partners in casino licensing. The new partners join existing licensee Sciplay. The announcement underscores Hasbro’s “Playing to Win” strategy, revealed in February 2025, which focuses on innovation, partnerships, and bringing beloved brands to life across more formats than ever.
The Indiana Fever announced that one of the world’s leading online betting companies, bet365, is joining the team as its Official Sportsbook Partner for the 2025 season. Bet365 will step into the game with a lineup of fan-focused features that will be integrated across the Fever’s media and game day experience. As part of the partnership, bet365 will have a strong presence throughout the Fever season, including having a brand presence across Fever Radio Network broadcasts, team social content and the Fever mobile app.
The post Gaming Americas Weekly Roundup – July 7-13 appeared first on European Gaming Industry News.
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