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German Games Market Stabilises at a High Level

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Following major increases in sales revenue in both 2020 and 2021, the German games market stabilised at a high level in 2022 – that was the conclusion offered by game – the German Games Industry Association when presenting the market data from surveys carried out by market research companies GfK and data.ai. Whereas the Covid-19 pandemic had resulted in annual growth of 32% and 17% respectively, in 2022 sales revenue generated by games, gaming hardware and charges for online services rose by an additional 1% to 9.87 billion euros.

“The German games market was amazingly stable in 2022 despite various challenges. Following the strong growth achieved in the wake of the Covid-19 pandemic, many people had expected sales revenue to decline in 2022, for example due to the high rate of inflation over the course of the year, the decline in time spent playing games, or the many games whose release dates had been postponed. In light of these circumstances, the 1% growth achieved in 2022 is yet another sign of the industry’s success as the German games market manages to consolidate its gains near the ten-billion-euro mark,” said Felix Falk, Managing Director of game – the German Games Industry Association.

Even the number of video game players has managed to stabilise at a high level following the growth achieved in the Covid-19 years: approximately six out of every ten people between the ages of six and 69 in Germany play games. There is also little difference according to gender, with women making up 48% of video game players in Germany, and men 52%. As has been the case in recent years, the average age once again rose slightly and is now 37.9 years. In all, 78% of players in Germany are at least 18 years old.

Sales revenue from online gaming services is growing, while demand for gaming hardware has declined somewhat.

As with the market overall, the market segment devoted to games for PCs, game consoles and mobile devices has remained stable. For computer and video games (−1% to approximately 1.1 billion euros) as well as in-game and in-app purchases (+2% to approximately 4.5 billion euros), sales revenue figures were similar to last year’s. These include season passes, additional levels, cosmetic items (for example skins) and subscription fees for individual online games. In total, sales revenue from games for PCs, game consoles and mobile devices grew by roughly 1% to 5.5 billion euros in 2022.

The online gaming services market segment experienced yet another year of strong growth, with sales revenue from these services increasing by 20% to 866 million euros. Among the categories in this segment are fee-based subscription services that provide access to a large selection of games, cloud-based games, online multiplayer functions, and the ability to save game progress in the cloud. This market segment has enjoyed particularly dynamic growth. This is demonstrated not only by the large increase in sales revenue, but also by the wide range of gaming services on offer. Even though some large providers discontinued certain services last year, other services were expanded and revamped. As a result, numerous online gaming services have long since begun offering a range of functions – thereby rendering the old distinctions between online gaming services, subscription gaming services and cloud gaming services obsolete. Examples of these services include EA Play, Nintendo Switch Online, PlayStation Plus, Xbox Game Pass and Ubisoft+.

One of the most significant growth drivers in recent years has been gaming hardware, including gaming PCs, game consoles and the corresponding accessories. Following huge leaps in growth of 30 and 18% in the past two years, 2022 saw this market segment decline slightly, by around 3% to 3.5 billion euros. Reasons for this fall in revenues include the fact that game consoles like PlayStation 5 and Xbox Series X as well as the latest graphic cards were not available across the board. In addition, the major growth of the past two years means that numerous video game players already own the very latest gaming hardware.

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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From ‘Mummyverse’ to Crash Games: Belatra Reviews a Landmark 2025

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Editor’s Take

Why this matters: Belatra has been a steady hand in the slots world for a long time, but 2025 marked a distinct shift in strategy. By entering the Crash vertical with Goose Boom Bang and winning big at SiGMA Africa, the studio is clearly pivoting to capture the high-growth, high-frequency players in emerging markets. They are no longer just a “classic slots” developer; they are diversifying the portfolio to ensure relevance in regions like LatAm and Africa.

The Full Story

Belatra Games, the specialist online slots developer, has issued a strategic review of its 2025 operations, celebrating a 12-month period defined by entry into new game verticals, significant franchise expansion, and high-profile industry recognition.

The year was characterized by a dual strategy: deepening engagement in established markets while aggressively expanding its content portfolio to suit local preferences in emerging territories.

Portfolio Evolution: Crash and Battles 2025 saw Belatra move beyond its traditional slot roots. The company made its debut in the high-demand Crash game vertical with the launch of Goose Boom Bang, a title designed to tap into the fast-paced gameplay preference of younger demographics.

Additionally, the studio introduced a fresh game concept with the launch of Battles, a new format unveiled for the first time in 2025, with further development planned for 2026.

The ‘Mummyverse’ Expands For fans of classic slots, the highlight of the year was the aggressive expansion of the Mummyverse. Belatra nearly doubled the size of this franchise over the year, making it the most extensive game universe in their entire catalog.

The developer also focused on B2B localization, releasing a number of exclusive bespoke games created specifically for selected operator partners to meet specific local market tastes.

Awards and Recognition The company’s strategic shifts were validated by industry accolades. Belatra secured over 30 nominations throughout the year, with standout wins including:

  • Best Slot Provider (awarded by BitStarz).

  • Most Played Game of 2025 for Make It Gold at the SiGMA Africa Awards.

  • Player’s Pick Award.

Management Commentary Misha Voinich, Head of Business Development at Belatra, commented on the studio’s momentum:

“This year has truly defined who we are as a studio – ambitious, creative and focused on building long-term partnerships. We’ve expanded our universes, launched new ones and entered exciting new markets that will all help us carry this momentum into the New Year.”

The post From ‘Mummyverse’ to Crash Games: Belatra Reviews a Landmark 2025 appeared first on Gaming and Gambling Industry Newsroom.

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‘Chaos and Soul’: Ebaka Games Plots Global Expansion After Viral Launch

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Editor’s Take

Why this matters: The “Instant Game” vertical (Crash, Plinko, Mines) is becoming crowded, but Ebaka Games is cutting through the noise with a distinct brand personality. By securing BMM Testlabs certification so quickly after launch, they are signaling to Tier 1 operators that despite their “chaotic” marketing vibe, the math underneath is solid and compliant. The backing of industry veteran Dmitry Belianin also adds immediate commercial credibility to the startup.

The Full Story

Ebaka Games, the fledgling studio that promises to bring “chaos and soul” to the iGaming sector, has outlined an aggressive growth strategy for 2026 following a landmark launch period in late 2025.

The studio, which officially debuted in November, reports that its initial rollout reached more than five million people worldwide. The launch saw its portfolio go live with the operator Menace, serving as the initial testbed for its mechanics and “Ebaka modes.”

The Product: Instant Games with Personality Ebaka is bypassing traditional slots to focus on the high-growth vertical of fast-paced, instant-win games. Their initial lineup includes:

  • Plinko

  • Mines

  • Tower

  • Limbo

  • Crash

Differentiation is achieved through unique mascots and signature gameplay tweaks designed to offer high win potential and distinct visual identities, moving away from the generic interfaces often found in this genre.

Regulatory Milestone Crucially for its 2026 roadmap, Ebaka Games has confirmed it has secured certification from BMM Testlabs. This accreditation validates the fairness and integrity of its RNG (Random Number Generator) and game engines, removing a major barrier to entry for regulated markets. With this certification in hand, the studio plans to launch with a number of “major brands” in the coming year.

Management Commentary Vitalii Zalievskyi, CEO of Ebaka Games, commented on the studio’s unorthodox approach:

“It’s only been a few weeks since we first introduced Ebaka Games to the world. The feedback has been breathtaking, and it vindicates the decision for us to take a different path to the rest of the industry. You don’t need huge marketing budgets to grab people’s attention if you are building something truly innovative.”

Industry Backing The studio describes itself as being “created by players for players” but boasts significant industry firepower in its corner. The team includes Dmitry Belianin, a well-known figure in the sector who is the co-founder of Blask and Menace, as well as Managing Partner at Already Media.

The post ‘Chaos and Soul’: Ebaka Games Plots Global Expansion After Viral Launch appeared first on Gaming and Gambling Industry Newsroom.

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Racing Meets Nightlife: SBK Backs ARC’s New ‘Friday Night Live’ Series

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Editor’s Take

Why this matters: British racing has a well-documented demographic problem; its core audience is aging. “Friday Night Live” is a direct attempt to fix this by blending high-stakes racing with the “experience economy” (DJs, nightlife vibes) that appeals to Gen Z and Millennials. Bringing SBK on board—a mobile-first, app-only sportsbook—is a perfect demographic fit, while the Racing Post adds the necessary credibility to ensure the actual racing product remains the focus.

The Full Story

Arena Racing Company (ARC) has unveiled the strategic commercial lineup for its upcoming Friday Night Live series, confirming SBK as the Exclusive Betting Partner and The Racing Post as the Official Media Partner.

Set to launch in January 2026, Friday Night Live is a new initiative created in collaboration with youth-focused events company INVADES. The series is designed to overhaul the traditional race day experience, featuring fast-paced fixtures under floodlights, DJ sets, and significant entertainment elements sandwiched between races.

The Commercial Deal

  • SBK: As the exclusive betting partner, the Smarkets-owned sportsbook will take naming rights and on-course branding for all 35 races. Crucially, these races will be broadcast live on mainstream television via ITV Racing as well as Sky Sports Research.

  • The Racing Post: As the Official Media Partner, the publication will provide content, coverage, and promotion across its digital platforms, aiming to bridge the gap between established racing purists and the new audience ARC hopes to attract.

A High-Stakes Experiment The series is not just a marketing exercise; it carries serious sporting weight. Each of the five scheduled nights will feature over £200,000 in prize money. The fixtures will rotate across three of ARC’s all-weather tracks: Wolverhampton, Newcastle, and Southwell.

Management Commentary David Leyden Dunbar, Group Director of Commercial Strategy at ARC, was clear about the target audience:

“We have been very clear that one of the aims of Friday Night Live is to engage the next generation of racing fans… Both [partners] have shown real enthusiasm to work with us… as well as using the platform that these fixtures will offer them to also engage with more established racing and sports fans.”

Adam Baylis, Marketing Director at SBK, added:

“Friday Night Live [is] a fresh and engaging concept that brings a new energy to British racing. SBK has always been built around sport… our focus is on enhancing the live race day experience in a fun, social and responsible way.”

The 2026 Schedule The series kicks off immediately in the new year:

  • 9th Jan: Wolverhampton

  • 6th Feb: Newcastle

  • 20th Feb: Southwell

  • 20th March: Wolverhampton

  • 27th March: Newcastle

The post Racing Meets Nightlife: SBK Backs ARC’s New ‘Friday Night Live’ Series appeared first on Gaming and Gambling Industry Newsroom.

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