Gaming
Europe’s video game industry encourages players and parents to #SeizeTheControls to manage responsible video gameplay this Christmas
ISFE, representing Europe’s video games industry, is launching a pre-Christmas campaign, ‘Seize the Controls’, to raise awareness of the parental controls, family settings and other tools available to parents, caregivers and all players to manage responsible video gameplay and to make it a positive, fun pastime for all.
“Our industry has best-in-class minor protection and gameplay management tools but we are aware that having the tools is not enough – we need to ensure that everyone knows about them and knows how to use them. The campaign joins ISFE’s national members across Europe who are investing in information initiatives directed to their national population in their native language. In our many conversations with policymakers, parents and players about our sector, and through the regular surveys we conduct, we know that we still have work to do to raise the profile and encourage the use of the comprehensive safeguards we already have in place. We encourage everyone to use the tools to manage screen time, spend and online interaction, for example, and to pay attention to the PEGI (Pan-European Game Information) content descriptors and age ratings that inform parents, at the point of purchase, about the content of a game, whether or not it contains the opportunity to make in-game purchases and what is the appropriate age for the player. With the Christmas holidays approaching and children starting to drop hints about presents, it’s a good time to launch this campaign to give parents time to inform themselves and prepare.”
Simon Little, CEO ISFE
Europe’s video games sector is a thriving creative and digital industry that provides enjoyment, entertainment, fitness, education, and helps to improve digital skills. With half of Europe’s population playing video games, the video games industry has always been at the forefront of encouraging responsible gameplay through education and information campaigns directed to national populations in their native languages, some of which are in collaboration with public authorities.
“Online safety is a priority for Europe’s policymakers as well as for parents and industry alike. Europe’s video games industry can be proud of its long-established history of minor protection and ongoing commitment to safety and invites everyone to Seize the Controls this Christmas and beyond, play together, use the many tools available to them, and talk to each other about how they manage their gameplay.”
Simon Little, CEO ISFE concluded
Under the Better Internet for Kids (BIK) umbrella, European Schoolnet coordinates the European network of Safer Internet Centres (SICs) along with the annual Safer Internet Day (SID) campaign, on behalf of the European Commission. This important work aims to raise awareness of safer and better internet issues with a range of stakeholders, including parents, caregivers, and educators – and children and young people themselves – while also providing helpline services to offer localised support on a range of online issues.
“Millions of young people in Europe play video games, and we know that many parents are looking for information on how they can manage their children’s play. We’re delighted to see initiatives such as these – to raise awareness, and encourage both players and parents to #SeizeTheControls – so that gameplay can be a safe, rewarding, enjoyable and positive experience.”
Speaking of the campaign, Hans Martens, Head of Digital Citizenship at European Schoolnet, leading the Better Internet for Kids project said
Find out more about the work of the Insafe network at www.betterinternetforkids.eu and connect with your local Safer Internet Centre via www.betterinternetforkids.eu/sic. Safer Internet Day (SID) 2022 will take place on Tuesday, 8 February 2022, encouraging all stakeholders to join “Together for a better internet” through a range of activities, initiatives and campaigns. Find out more at www.saferinternetday.org. Find out more about ISFE’s plans for Safer Internet Day 2022 at www.saferinternetday.org/supporters/isfe.
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Gaming
Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions
The post Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions appeared first on European Gaming Industry News.
Gaming
Nolimit City revisits the brutal factory life in Outsourced: Slash Game
Nolimit City takes you back to the grind with its latest release, Outsourced: Slash Game. For those who thought their consumerist cravings were a safe indulgence, think again. Following in the footsteps of Outsourced, this new addition pulls back the curtain on the sweat and sacrifice lurking behind those everyday luxuries—this time with a dash of danger. Outsourced: Slash Game is the studio’s second venture into crash-style gameplay, the first being xCrash™ in Skate or Die – but this time it’s a standalone crash game!
In Slash Game, players have to make some cutthroat decisions as a laser traces the outline of their hand, increasing the multiplier with every pass. Players hit “stop” to cash out, locking in the multiplier when they feel the timing is right. After which, they will be shown the potential winnings if they wouldn’t have stopped. But here’s the catch: if players hesitate a second too long and the laser slips, all the winnings are lost. A live scoreboard displays the Top Win, Top Miss and Last Round, so that players can keep track of their previous rounds.
Outsourced: Slash Game is not a familiar Nolimit City slot to some players but could cause some excitement with an increasing multiplier and a maximum payout of 1,500x the base bet. Outsourced: Slash Game, unlike Nolimit City’s high-volatility slots, is rated as ‘Medium Volatility’ but don’t let that fool you as it still includes the risk of losing your hand.
Per Lindheimer, Head of Product at Nolimit City, said: “Get back to work, will you? We’re bringing players back to the unrelenting factory floor of Outsourced with an all-new twist. Slash Game is a standalone take on our crash-style games, and it’s packed with plenty of heart-stopping moments (and maybe a few hand-stopping ones, too). We’re thrilled with how it turned out and we hope that our fans will be too!“
‘Outsourced: Slash Game’ will be available to all Nolimit City partners on November 5th, 2024.
The post Nolimit City revisits the brutal factory life in Outsourced: Slash Game appeared first on European Gaming Industry News.
Gaming
The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example
Usually, consoles and PCs come to mind when discussing the gaming industry. The mobile sector is often treated as a child of a lesser god, even though it generates almost as much revenue as console and PC combined. Some companies can see this potential. For instance, the e-commerce platform GAMIVO has recently entered the mobile market, allowing players to buy in-game items cheaper.
Back on course
The entire video game industry has evolved incredibly, but the most spectacular has been the growth of the mobile sector. It expanded from 36.9 million dollars in 2016 to 93.2 billion in 2021. Unfortunately, the gaming market suffered from a decline that stemmed from the overoptimism of the pandemic era. As a result, the mobile gaming industry revenues dropped to 92.2 billion in 2022 and to 90.5 billion in 2023. Recent information has indicated this was a necessary correction rather than a long-term trend.
The latest Newzoo report, issued in August 2024, shows that the industry is on the right track again. According to analysts, the mobile sector will generate revenues of $92.6 billion, representing +3.0% growth year-on-year. It’s nearly half of the entire gaming industry.
Billions of players
Revenues are crucial, but they only show part of the story. To fully understand the size and potential of mobile gaming, it’s necessary to consider the number of players, which constantly grew even when revenues dropped. Newzoo estimates that it will reach 2.8 billion in 2024. It means that almost twice as many people play on mobile devices than on PCs and consoles combined. Currently, every third person on Earth plays on mobile devices, and there’s still space for further growth.
“There are emerging markets where smartphones and mobile networks can expand, providing new potential players. Furthermore, this type of entertainment has a low entry barrier because most popular games are free and don’t require high-end devices,” explains Mateusz Śmieżewski, the CEO at GAMIVO.
One hobby, different habits
GAMIVO is an example of a company that has recently joined the party to get a piece of the mobile pie. “We examined the mobile market for a very long time, trying to find a suitable place for us. It’s essential to understand that mobile gaming and mobile gamers differ from their PC or console counterparts. You can’t do the same things you do with PC and consoles and hope to replicate your success,” said Mateusz Śmieżewski.
Studies confirm this observation. Average PC and console players spend about 2.1 hours a day in virtual worlds. It’s half an hour more than mobile gamers. However, things get interesting when we take a look at playtime per week, which is the same for mobile and console (5.4 hours) and slightly longer for PC (5.7 hours). Moreover, typical PC and console owners play 2.6 and 2.7 days a week, respectively, while mobile players play 3.4 days per week.
Those statistics prove that PC and console players are more dedicated, spending more time in games’ worlds once they enter them. However, mobile gamers prefer shorter but more frequent sessions. They play while commuting or have a short amount of free time.
“Mobile players are more willing to uninstall games and give another title a chance. Hence, the gameplay has to be captivating and designed to provide quick but intense sessions.
Furthermore, even though the average weekly playtime is identical to PC players, many mobile players don’t think of themselves as gamers,” clarifies Mateusz Śmieżewski.
Another major difference regards the way in which revenue is generated. PC and console games traditionally represent the premium model, where players buy the game. Most popular mobile releases are free and generate revenue with microtransactions. Almost all titles allow players to spend their real money on virtual coins, crystals, and other items that can be used to unlock additional content or reduce cooldowns.
Entering the mobile market
Those contrasts and nuances scare most companies from the mobile market. Let’s see how GAMIVO has coped with this.
“We decided to launch a new product category dedicated to mobile gamers. Our model allows them to top up in-game accounts cheaply. As a result, they can save up to 30% on buying virtual items, upgrades, and other content. The GAMIVO offer includes the most popular mobile titles, such as Genshin Impact and PUBG Mobile, and still extends,” describes Mateusz Śmieżewski.
“We dedicated a lot of time to research and analyses. Also, the development process required a lot of work to provide GAMIVO customers with safe transactions and a user-friendly environment. The first reactions are very positive, confirming our belief that our decision was right and there is still more space in the mobile game market,” concludes the GAMIVO CEO.
The post The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example appeared first on European Gaming Industry News.
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