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6 in 10 PC and console games sold in 2021 in Germany were purchased as downloads

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  • Number of download purchases rises to 59 per cent
  • Almost all PC games that are purchased are purchased as downloads
  • Nearly two thirds of all games for video game consoles are purchased on physical media

 Following a sharp increase in the first Covid-19 year 2020, the share of games purchased as downloads stabilised in 2021: the share of all PC and console games sold in Germany that were purchased as downloads increased by just one percentage point compared to the previous year, to 59 per cent. This means that roughly six in ten computer and video games were once again purchased as downloads last year. These are the figures released today by game – the German Games Industry Association, based on data collected by the market research company GfK. There were major differences in the share of downloads for different platforms and price categories, with downloaded games making up a particularly large percentage of the lower-priced titles. Approximately eight in ten games priced below 30 euros were purchased as downloads. Higher-priced titles were more likely to have been purchased on physical media, with players buying 68 per cent of all games costing over 30 euros on data carriers from online shops or bricks-and-mortar stores in 2021.

Players of PC games in particular relied on downloads, for example from portals like Origin and Steam. As a result, downloads accounted for around 93 per cent of PC game sales. Nearly two thirds (64 per cent) of all games for video game consoles such as Nintendo Switch, PlayStation and Xbox, on the other hand, were purchased on physical media.

‘Thanks to their excellent accessibility, download purchases have established themselves as the preferred choice of many players. Even so, there continue to be large differences between the various gaming platforms. Download purchases can be an attractive option for players of PC games, for example, on account of online discounts or the wide range of indie games on offer. Console fans, on the other hand, like to purchase games on physical media, whether it be to add to the collection of games on their shelves or to obtain limited-edition games boxes containing special items for fans,’ says Felix Falk, Managing Director of game.

Another year of strong growth for the German games market

Following a historic 2020 performance with 32 per cent growth, sales revenues in the German games market continued to rise significantly in 2021 with a total of approximately 9.8 billion euros in sales revenue generated by games, games hardware and fees for online gaming services – an increase of 17 per cent compared to the previous year. Sales revenue from computer and video games grew by 19 per cent to about 5.4 billion euros, due among other things to increases in in-game and in-app purchases. Sales revenue from games hardware has also grown, by 18 per cent overall to about 3.6 billion euros. Demand for games consoles and gaming PC accessories was particularly strong.

About the market data

The market data is based on statistics compiled by the GfK Consumer Panel and data.ai. 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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Caitlin Clark Boosted Betting on March Madness Women’s Games by 540%; a Bellwether on Her WNBA Impact: Optimove Insights’ Analysis

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Results based on more than 19 million bets during the 2024 NCAA March Madness tournament also revealed women’s games had more TV viewers, men’s games received more bets 

Optimove Insights, the analytical and research arm of Optimove, has conducted a comprehensive analysis of the 2024 NCAA March Madness tournament, shedding light on the significant impact of standout player Caitlin Clark on betting behavior in women’s games. The report revealed that she boosted betting on March Madness by an average of 540%, a bellwether on her likely impact to the WNBA.  The report was released at SBC Summit North America.

Results based on 19 Million+ Bets 

Between March 29 and April 9, Optimove Insights analyzed more than 19 million bets placed on the 2024 NCAA March Madness tournament, encompassing both men’s and women’s games. The focus of this analysis was to track the betting trends surrounding games featuring Caitlin Clark, a prominent player in women’s college basketball, and the first pick in the 2024 WNBA Draft. 

Women’s Games: The Caitlin Clark Effect 

Optimove Insights tracked the betting activity on women’s NCAA games from the Elite Eight stage through to the Championship game. The comparative baseline game, Oregon State vs. South Carolina, set at 100%, received the fewest bets among the games tracked.

The data revealed the impact of Caitlin Clark on betting activity, with games featuring her, witnessing an average 540% increase in bets compared to the baseline. This suggests a significant influence of individual players on the betting landscape, emphasizing the role of star power in driving fan engagement and betting interest.

Men’s Championship Game More Bets, Women’s Championship Game More Eyeballs.

Of note is that the women’s Championship game had an average of 18.7 million TV viewers compared to the men’s game at 14.8 million viewers, yet the men’s game attracted more than 3X the number of bets. This disparity underscores potential differences in viewer engagement versus betting activity between the two tournaments. 

Men’s Games 

The analysis also encompassed betting behavior in men’s NCAA games. Despite the men’s Championship game showing a 139% increase in bets over the baseline, the percentage increase in betting was notably lower compared to women’s games. 

A likely explanation for this difference lies in the higher baseline of individual bettors in men’s games, resulting in lower percentage increases. Nevertheless, men’s games consistently attracted more bets throughout the tournament. 

According to Rony Vexelman, VP of Marketing at Optimove, “As the WNBA season is about to tip off on May 14, it is doing so, with a generational player. The substantial boost in overall interest in women’s basketball catalyzed by Caitlin Clark is extraordinary Her influence on boosting betting, TV viewership and more is already starting to drive a new women’s basketball economy in the trillions. 

 

The post Caitlin Clark Boosted Betting on March Madness Women’s Games by 540%; a Bellwether on Her WNBA Impact: Optimove Insights’ Analysis appeared first on European Gaming Industry News.

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DigitalEjis and Betpoint together in safeguarding responsible gaming

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DigitalEjis Limited, an innovative research and development company, and Betpoint, a leading Italian regulated gaming operator, have signed a partnership agreement to improve technological safeguards for players and responsible gaming.

DigitalEjis, a pioneer in its field, is the only company that provides an advanced technological solution to assist gaming operators in promoting responsible gaming and ensuring a safer gaming environment for all customers. DigitalEjis has developed the world’s first anti-addiction prediction software, the result of years of scientific research conducted in collaboration with renowned institutions and enhanced by the use of machine learning and artificial intelligence.

This software aims to improve the protection of responsible gaming. Ian McLoughlin, CEO of DigitalEjis, emphasized the ethical imperative behind the development of the innovative software: “Our mission is to create a safe and fun gaming environment for all players. By allowing operators to better understand their players, we aim to implement protection tools for the most vulnerable users without compromising anyone’s fun”.

“It was a pleasure,” adds Ian McLoughlin, “to work closely with Betpoint to enable them to offer a quantum-leap in player protection compared to the competition. Through-out the process, Betpoint has shown a constant commitment to maximizing the safety of its players. What I now hope is that players will turn to gaming operators who offer more protection. Currently in Italy, Betpoint represents the reference point for this”.

Betpoint, a leading gaming operator in Italy, stands out for its leadership in the field of player protection. Long committed to promoting transparency, player trust, and their safety, Betpoint sees the collaboration with DigitalEjis as a further sign of its commitment to responsible gaming.

With the integration of the software designed and produced by DigitalEjis on its gaming platform, Betpoint confirms itself as the most committed operator in Italy on the front of the protection of safe and responsible gaming. Betpoint, a prominent name in the gaming sector in Italy, has consistently prioritized transparency and player trust. In its position as a premium operator, Betpoint has committed to actively promoting responsible gaming as an integral part of its
corporate philosophy.

Giuseppe Simone, CEO of Betpoint, stated: “The collaboration with DigitalEjis reflects our commitment to player safety. We firmly believe that operators should provide a safer gaming experience for their customers, and we are committed to doing exactly that”.

 

The post DigitalEjis and Betpoint together in safeguarding responsible gaming appeared first on European Gaming Industry News.

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ELA Games Announces New Slot Game – Big Wave Delight

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ELA Games, an innovative slot provider in the iGaming industry, is thrilled to announce the release of its latest slot machine game, Big Wave Delight. This new game features an advanced design, original mechanics, and a unique “Bonus Purchase” feature, setting a new standard in the gaming industry.

“Dive into the ultimate Hawaiian surf adventure with Big Wave Delight,” says Mike Cini, Business Owner of ELA Games. “Our latest slot machine offers players a thrilling gaming experience with every spin. The unique ‘Bonus Purchase’ feature and the ‘Wild Wave Respin’ feature, where every Wild landing triggers a respin and summons a massive surfing board as a Wild symbol on the reel, are sure to keep players engaged and entertained.”

Players can also hit the waves with Free Spins, scoring 10 thrilling spins with random multipliers (up to 10x) on each whirl. With up to 3 Wild Surfboards on every spin, players can expect epic wins!

The ELA Games team has just returned from SIGMA Americas in Sao Paulo, which took place from 22-24 April. The team is now preparing for the CasinoBeats Summit 2024 in Malta, where Mike Cini will be participating in a discussion panel titled “Navigating niche – mainstream opinion on alternative games“ on 22nd May.

The post ELA Games Announces New Slot Game – Big Wave Delight appeared first on European Gaming Industry News.

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