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Gaming Meets Business – Hamburg Games Conference 2024 brings the international games industry together

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The 15th Hamburg Games Conference (HGC) gathered about 365 international trade visitors and 42 speakers from 255 companies in Hamburg on March 5 and 6. At the business conference, participants exchanged views on the status quo of the games industry and made valuable contacts in the historic Altonaer Museum. With a focus on current topics such as waves of layoffs and studio shutdowns as well as impulses for the future of the industry, the Hamburg Games Conference is once again positioning itself as a fixture in the games industry’s event calendar. On the first day of the conference, Hamburg’s First Mayor Dr. Peter Tschentscher gave a welcome address and took a tour of the conference to learn more about the current challenges facing the games industry.

The program offered a total of 17 talks, 5 panel discussions, the workshop “The Current Challenges for Public and Private Funding in Europe” with Prof. Odile Limpach, the roundtable “State of the Art of Artificial Intelligence Use Cases in the Games and Entertainment Industries” with Dr. Ralph Oliver Graef and Fabian Stösser, and the Indie Arena Booth Pitch Royal. In the Expo Area, 20 games companies and service providers, including Alibaba Cloud, Giants Software, Reactional Music, and several indie studios, presented themselves to trade visitors, who were also able to meet up in 470 meetings and an exclusive get-together event via the MeetToMatch matchmaking platform.

With the theme “Gaming meets Business”, the two stages focused on investments and licensing, current M&A trends, AI and technological innovations in game development, case studies on best practices, and panels on the state of the games industry.

Thanks to the free opportunity tickets sponsored by industry partners Plitch, InnoGames, Chrono Games, Marchsreiter Communications, Polaris, Immutable and IGDA, 70 people affected by layoffs were able to attend the HGC and benefit from the comprehensive program and matchmaking opportunities.

“In the current situation where waves of layoffs are the order of the day, our Opportunity Ticket campaign is our contribution to allowing those affected by layoffs to get in touch with potential employers. There is so much talent in the games industry and the industry needs to keep these experts,” says Wolf Lang, Managing Director of Super Crowd about the Opportunity Ticket campaign.

 

Exclusive in-person event with tailor-made matchmaking

“On its two conference days, the Hamburg Games Conference once again set topics, facilitated new collaborations, and made Hamburg the top choice for all things games. Whether in the lecture halls, in the Expo area, or the Meet to Match area, the need for exchange in the industry could be felt everywhere,” commented Dr. Ralph Graef, Managing Partner of GRAEF Rechtsanwälte.

 

Many international games companies on-site

The Hamburg-based companies Sunday, Bigpoint, The Sandbox, InnoGames, and 1SP Agency Holding supported HGC 2024 as enablers and on the Advisory Board. Many thanks also go to further sponsors Alibaba Cloud, 4Players, Bytro, Photon, Playa Games, Threaks, Tiny Roar, gamigo, Giant Games, Reactional Music, Neox Studios and Québec.

Speakers at this year’s Hamburg Games Conference came from the renowned companies Remedy Entertainment, Keen Games, Metacore, Thunderful Group, The Sandbox, Animoca Brands, Bigpoint, InnoGames, Sunday, Gamelight, London Venture Partners, Gamesindustry.biz, WINGS Interactive, Chrono Games, Lowbirth Games, Tabbler, Gamelight, Agnitio Capital, stillalive studios, Drake Star Partners, ROCKFISH Games, Spielworks, SpielFabrique 360°, Layer, The Sandbox, Rise and Play, Whow Games, 1SP Agency Holding, VIZTA Digital, Super Crowd Entertainment, GRAEF Rechtsanwälte, PATI, Dotemu, Team17, INSTINCT3 and Azerion.

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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GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together

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Ready to Fight by Oleksandr Usyk and GR8 Tech have joined forces in a technological partnership that bridges the worlds of sports and innovation.

As Ready To Fight’s exclusive Partner in Tech, GR8 Tech combines its UNrivaled expertise in iGaming with RTF’s experience as the UNdisputed champion’s team to deliver solutions that push boundaries and achieve extraordinary results.

The iGaming industry is a highly fluid environment, very similar to boxing as a competitive sport: The winners in it are strategic thinkers, relentless in preparation and flawless in execution. These qualities unite GR8 Tech and Ready to Fight by Oleksandr Usyk and serve as the foundation of our partnership, empowering GR8 Tech to help its clients achieve UNdisputed success in their own rings,” said Sergey Ghazaryan, CRO at GR8 Tech.

“Our partnership with GR8 Tech is about bringing the boxing world closer through technology and creating something new for fighters, fans, and industry leaders. We’re combining GR8 Tech’s expertise in iGaming with our vision to build a stronger, smarter platform. Together, we’ll be rolling out new features and innovations to bring people together and make the boxing experience better with great tech,” said Oleksandr Usyk, Co-Founder of Ready to Fight.

GR8 Tech’s top-tier Sportsbook and iGaming platform stands out for its scalability, precision, and exceptional performance – qualities that align with Usyk’s UNwavering drive and UNstoppable track record. Just as Ready To Fight by Usyk wins the global boxing market, GR8 Tech excels with UNparalleled event coverage, sophisticated margin management, and a geo-specific approach, providing everything operators need to achieve extraordinary success in any market.

Ready to Fight’s mission to merge technology with boxing comes to life through GR8 Tech’s advanced platform. By leveraging GR8 Tech’s technological expertise, RTF meets the high operational standards of iGaming leaders. Both brands share a data-driven, innovative approach, empowering their audiences to break boundaries and achieve UNprecedented success at the intersection of sports and technology.

This UNdisputedly GR8 partnership marks the start of an exciting 2025, bringing digital activations, exclusive merch, and a groundbreaking product tech collaboration. Stay up-to-date with all the latest news by following GR8 Tech on its website and LinkedIn.

 

The post GR8 Tech and Ready to Fight by Usyk Unite to Bring Boxing and iGaming Closer Together appeared first on European Gaming Industry News.

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Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands

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Study of almost 4,000 Gen Alpha/Z respondents reveals how brands can best engage the vital but elusive kid and teen audience –

SuperAwesome, the leading youth technology and insights provider, has launched a groundbreaking in-depth study into the passions and fandoms that enable brands and IP owners to forge deeper connections with young audiences.

Kids and teens remain a vital but elusive audience. They shift across a hyper-fragmented media landscape, immersed in (and defining) cultures that move faster than ever before. The long-standing challenge of data scarcity relating to under-18 audiences makes connecting meaningfully with them incredibly difficult for brands.

Conducted among 3,750 under-18s and their parents across the US, UK and Germany, the new research provides critical insights to help brands decode the passions and fandoms that fuel youth audiences. Launched today at the London Toy Fair, ‘Fandoms & Passions: The Antidotes to Hyper-Fragmented Youth Audiences’ reveals that meaningful and lasting relationships are developed throughout childhood and teenhood that impact brand loyalty in this timespan and beyond.

Kate O’Loughlin, CEO of SuperAwesome, said: “The fragmentation of kids’ and teens’ digital behaviors continues to grow, yet the insights on how to engage them have been limited to rudimentary observations of what they interact with online – without understanding the WHY. We conducted this research to uncover the complex drivers of how brands can build real resonance with young audiences.”

Fandoms and Passions – What’s the Difference? 

Passions are hobbies or interests (think gaming, sports, or music). They’re important for self-discovery and shaping individual perspectives, and are primarily focused on the personal connection with an activity or interest. Tapping into passions gives an instant connection to young audiences on a personal level.

Fandoms can elevate this further by adding a social dimension. They’re built around community or consumable content that unites people (think particular video games, film franchises, or a musician, for example). They allow kids to be part of a collective, creating a sense of community and belonging. This shared experience strengthens their connection to the fandom and the brands that interact with them authentically.

How Important Are Fandoms and Passions Really? 

3 in 5 kids engage with their passions daily, and 56% of kids engage with their fandoms daily. On average, young people have 4 passions but only 2 fandoms at any given time due to the social and potential financial investment fandoms require. More than half (55%) of those surveyed said their top fandom had an enormous influence on their daily lives, rating its impact at least 9 out of 10.

How Do Fandoms and Passions Translate Into Engagement Opportunities with Gen Alpha & Gen Z? 

Young audiences are naturally drawn to brands that reflect their values: 74% say they feel more connected to brands that share their passions, while 73% feel more positive about brands that collaborate with something or someone they’re a fan of. Not every brand can create a fandom, but it is possible to leverage passions and collaborate with fandoms to maximize the potential of understanding and connecting with young people.

Kate O’Loughlin, CEO of SuperAwesome added: “With this research, making safe connections to Gen Alpha and Gen Z can be as sophisticated as they are. The ability to take an audience-based approach with youth – rooted in a comprehensive understanding of their values, passions and emotions – is a necessary leap forward to meet the challenge of engaging kids and teens as they rapidly evolve.”

The research highlights that brands that are looking to connect with youth audiences cross-platform can begin with understanding their deep interests, emotional engagement and commitment. 47% of respondents watch content (like on YouTube) and shows (on streaming platforms) related to their fandoms, plus 22% also play games, use apps or buy merchandise related to the fandoms too.

Far from trying to exclude brands from their fandoms and passions, the research shows that 67% of young people think brands could do more to connect with them. It’s up to brands to make sure they do this with a deep understanding of their audience, enabling them to engage with meaning and authenticity.

Download the full report at this link: superawesome.com/identities-fandoms-and-understanding-youth-audiences/

The post Fandoms and Passions: New SuperAwesome Research Demystifies Gen Alpha and Gen Z for Brands appeared first on European Gaming Industry News.

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iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry

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 iGX, a leading voice in the iGaming industry, and Optimove, the #1 CRM Marketing platform for iGaming and sports betting operators, announce the release of a report exploring the transformative role of gamification and Generative AI (Gen AI) in the iGaming industry. This comprehensive study highlights the trends, strategies, and innovations shaping the future of iGaming, providing valuable insights for operators navigating this rapidly evolving landscape.

Methodology: 
iGX Insights surveyed 100 Heads of Marketing, CMOs, Brand Directors, and similar executives from iGaming organizations across Europe to find out how the industry is continuing its gamification efforts and the impact AI is having on iGaming. 

Key Findings Previewed 

The forthcoming report reveals critical insights into how gamification and AI are revolutionizing player engagement, retention, and overall gaming experiences: 

  • Gamification’s Universal Adoption: The report highlights that 100% of surveyed iGaming operators have implemented gamification strategies, underscoring its universal adoption. Popular elements such as achievements, tournaments, and personalized challenges have proven effective in driving player activity and loyalty. 
  • Generative AI’s Growing RoleWith 61% of operators already deploying Gen AI solutions and 39% planning to do so, AI is reshaping iGaming. Applications such as personalized promotions, automated content creation, and predictive analytics are driving hyper-personalization and streamlining operations. 
  • Data-Driven Personalization: The study emphasizes the increasing importance of player data in tailoring experiences. Organizations that leverage data insights effectively can deliver highly targeted content, predict player behavior, and optimize engagement strategies. 

Industry Implications 

The report positions gamification and AI as pivotal to the future of iGaming, enabling operators to deliver immersive, personalized experiences. By integrating these technologies, organizations can foster deeper player loyalty, enhance lifetime value, and remain competitive in a dynamic market. However, the study also addresses the challenges of data analytics and ethical use, which will be critical for sustained success. 

As noted by Pini Yakuel, CEO of Optimove, “Gamification and Generative AI are no longer optional strategies—they are essential for operators looking to thrive in today’s competitive iGaming landscape. This report provides a roadmap for leveraging these tools to enhance player engagement and deliver meaningful, data-driven experiences.”  

Added Gabriela Martins da SilvaContent Director iGX, It’s important to note that implementing Generative AI solutions successfully also requires a strong data foundation. Any gaps in data can lead to inaccurate results, introducing potential risks when deploying these technologies. That said, it’s clear that AI is poised to become a cornerstone of the gaming industry, and the number of companies leveraging Generative AI will only increase in the coming years.” 

The post iGX and Optimove Announce Report on the Transformative Impact of Gamification and AI in the iGaming Industry appeared first on European Gaming Industry News.

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