Gaming
KUDOS LABS BUILDING A PLATFORM THAT WILL REWARD THE GAMING COMMUNITY IN WAYS NEVER SEEN BEFORE
Kudos Labs announced plans of building a new groundbreaking community focused gaming and technology rewards platform. Created for gamers, by gamers, its mission is to allow everyone in the community, regardless of platform or genre, to connect and receive rewards. Points can be earned through shopping, playing games, watching content or simply being part of the Kudos Labs community, and then exchanged for highly desired rewards as a gamer..
Aiming to disrupt the existing siloed gaming ecosystem, the new rewards platform will adopt a community first approach. Rewards will be carefully curated to deliver real value to gamers, including things like V-Bucks for Fortnite or CS:GO skins, exclusives, new headsets, a fully customized PC, early access to certain games or money can’t buy experiences – such as the recent LEC community demo party which took place in Malmö in September with some of the biggest names in League of Legend. Kudos Labs wants to make everything you dream of as a gamer come true.
Wasae Imran (Co-Founder and Co-CEO) will be presenting at the Startup Studio at Slush 2022, the world’s leading startup event, on November 17, 2022. Fidan will be showcasing more of the platform to business leaders, investors and 4,600 other startup founders.
Kudos Labs has already secured partnerships with high profile organizations within the tech, ecommerce and gaming industries, giving gamers the chance to earn points through shopping from the likes of: HBO Max, Philips, Lenovo, Lacoste, Nike, Wolt, gaming marketplaces Eneba, Samsung and GOG. With over hundreds of brands that users can earn rewards on and over hundreds of rewards to claim, Kudos Labs is a universal gaming rewards platform for everyone in the community.
The platform was founded by tech and gaming industry leaders Fidan Gutaj (Former Head of Sales Video Network at ESL and co-founder of Charge.gg), Wasae Imran (Former Global Head at ESL and co-founder of Five Vectors) and Pedro Oliveira (Creator of the Baron Bot – the biggest League of Legends tool on Discord, and Former Lead Engineer at DojoMadness). They have already been joined by other industry experts from Dreamhack, Green Man Gaming and others on their journey. As well as a wealth of diverse expertise spanning publishers to top-tier esports leagues to Discord, those at the helm of the company also bring a great deal of passion and first-hand experience, having been gamers their entire lives and avid nerds on collecting points from several non-gaming reward programs.
Wasae Imran, Co-Founder and Co-CEO at Kudos Labs says: “ We believe that the time, engagement and purchases gamers do should be valued and rewarded accordingly. We have made it our mission to connect the multitude of disparate platforms, technologies, games and in-game currencies with our exclusive reward recipe. That’s our goal; to make gaming an even more exciting and rewarding space, for all stakeholders involved, from users to partners.”
Kudos Labs has raised €4 million from a variety of investors for the platform – including firstminute capital, Icebreaker Ventures, J12 Ventures, with angel investments from Former Ventures Director at Visa Mark Pettit, a senior executive from PayPal Ventures, VP at ESL & 4 Media Network Founder Issam El Ghouzafi and League-M Group.
Sam Endacott, Partner at firstminute capital says: “Kudos is on a mission to create the infrastructure at the intersection of gaming, ecom and fintech, leveraging built-in shopping, gamification and a unique reward store directly integrated into where gamers hangout, such as Discord and Twitch. We believe that now is the right time to create a layer for this ecosystem given the momentum in gaming, and the rise of influencers in the space. We are excited to play a part in their journey to change the gaming world, elevate the community and connect different industries together in a new way.”
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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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