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Equativ Levels-up its Gaming Marketplace to Help Advertisers and Publishers Thrive in Fast-growing Gaming Sector

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Equativ, the leading independent ad tech platform, is growing its gaming advertising services. Offering access to quality inventory across premium apps, the company will soon release refined category targeting options and auction packages, alongside a greater range of formats.

This expansion of capabilities will better-equip advertisers and publishers to harness the continuing growth of the gaming sector. Generating $396.20 billion in global revenue, overall market value is due to reach $533 billion by 2027, climbing at a 7% annual compound growth rate (CAGR). Mobile gaming is experiencing especially rapid gains; seeing an increase of 17% CAGR over the last year, with revenues rising from $118.43 billion to $138.63 billion.

The thriving sector is also proving a particularly effective environment for driving advertising engagement. Following an extensive two-year study by in-game advertising platform Anzu and attention tech company Lumen Research, it was revealed that intrinsic in-game ads achieve up to 97% prompted recall and viewing times of 3.1 seconds – compared to the 2.9 second digital ad norm. This is in addition to fuelling high purchase intent for six in ten gamers. Gadsme, “the most sophisticated in-game advertising platform”, a company based in Paris and London, is able to measure clicks and has observed rates of 0.4% to 6% depending on the game and the quality of the creative. This click rate, much higher than the average rate of 0.5% observed in a “classic” environment, is thought to be linked to a friendly and safe perception of the gaming ecosystem on the part of players.

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Equativ’s existing solutions enable gaming app publishers to create custom auction packages covering display, standard digital video and highly interactive rewarded video formats. Using its efficient curation abilities, sell-side partners — such Anzu, AdInMo and Gadsme — can securely activate first-party player data and build valuable, bespoke audiences, in addition to making ad space directly available to media buyers manually via integrated technology.

With availability spanning more than 41,000 apps, the platform also provides significant scale for advertisers. Buy-side partners can reach qualified mobile gamers across multiple popular apps — including Candy Crush Saga, Wordscapes and Woodoku — while further enriching audiences and ad space by harnessing smart curation features to onboard owned insights.

Over 2023, Equativ plans to enhance its range of formats by adding curation support for engaging and immersive in-game ads. This will be followed by further developments aimed at improving the precision of ad delivery: including allowing targeting for specific gaming app categories and creating a broader selection of pre-configured auction packages, segmented by player and game type.

“Despite gaming’s powerful grip on mainstream consumer attention, its share of advertising spend has been unrealized by the buy-side. By facilitating simplified, secure, and customizable trading, we aim to change that,” said Emir Teffaha, Senior Vice President, Agency and Enterprise, at Equativ.

“As leading industry forces, like the IAB, help to push standards and measurement around gaming for both performance and branding campaigns, wider industry adoption will inevitably gain traction. This means those who get ahead of the curve stand to reap the greatest benefits. By providing privacy-safe mechanisms for building data-enriched deals, our offering will enable granular targeting and efficient monetization that allows all players to start driving mutually rewarding and high-value outcomes.”

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Gaming

The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example

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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.

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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

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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.

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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.

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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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Arizona Department of Gaming Reports $43.9 Million in Tribal Gaming Contributions for the First Quarter of Fiscal Year 2025

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The Arizona Department of Gaming (ADG) announced today $43,926,346 in tribal gaming contributions to the Arizona Benefits Fund for the first quarter of Fiscal Year (FY) 2025. This amount represents an
approximate 3.6 percent increase when compared to the same quarter of FY 2024.

The Arizona Benefits Fund receives 88 percent of tribal gaming contributions, providing significant dollars to support instructional improvement in schools, trauma and emergency care, tourism, and wildlife conservation throughout the state.

FY 2025 Qtr 1 Total: Tribal Gaming Contributions to the Arizona Benefits Fund.

“We are pleased to report yet another increase in the first quarter of the FY 2025, reflecting steady growth in the state’s tribal gaming industry,’ said Jackie Johnson, Director of ADG. “This growth highlights the continued strengtht
of the partnership between the state and our Arizona tribal partners. Notably, cumulative tribal contributions to the Instructional Improvement Fund have now surpassed $1 billion, demonstrating the significant and ongoing impact of tribal gaming on education and communities across Arizona.

Per the Arizona Tribal-State Gaming Compact, Tribes with casinos also contribute a percentage of their Class gross gaming revenue to cities, towns, and counties. Currently, there are 25 Class Il casinos in Arizona, which ADG
regulates in partnership with Arizona tribes. Since FY 2004, approximately $2.3 billion in cumulative contributions
have been received by the state and its cities, towns, and counties.

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SPGA Announces Social Sweeps Game Sector Video Briefing

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The Social and Promotional Gaming Association (SPGA) has released a video briefing designed to provide insight and information on the social sweeps gaming model. This briefing is designed to address the growing attention and interest in how the social casino with sweepstakes prizing functions and why millions of players across America enjoy this safe and legal form of entertainment.
This inaugural SPGA briefing features insights from Matt Kaufman, Managing Director, Digital & Interactive Gaming at Eilers & Krejcik Gaming, and Jon Kaplowitz, CEO and Co-Founder of Clubs Poker. The discussion is moderated by prominent sports betting industry founder and investor Chris Grove.
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