Gaming
Decentral Games and Amnesia Ibiza Announce Partnership To Develop The World’s First Virtual Club In The Metaverse
Decentral Games, the world’s first community-owned metaverse casino, and Amnesia, the internationally renowned club with over 40 years of history, have announced an agreement to develop the Amnesia Ibiza club in the metaverse. The Amnesia Ibiza club, powered by Decentral Games, will bring the Amnesia Ibiza experience from the real world to the virtual world. Without needing to be in Ibiza themselves, electronic dance music fans from all over the world can look forward to partying and socializing at three new Amnesia dancefloors – Amnesia Experience and Amnesia Hype, in the metaverse.
The Amnesia Ibiza digital club, promoted by Decentral Games, will have 3 spaces:
– The Iconic Terrace, where users can move around one of the best and most recognized dance floors in the world, listen to music or watch live streaming sessions from Ibiza
– The Museum, where the user can enjoy music and visual content of the history of Ibiza, flyers, paintings and even clubber clothes; both from current and previous years
– And a third space called the “Amnesia Arena”, will accommodate new talents, concerts or other special shows
Decentral Games also plans to develop an Amnesia store within the metaverse club to offer exclusive NFTs, ranging from electronic music, DJ’s autographs,art pieces to in-game wearables people can wear in the metaverse. These limited edition NFT wearables will be produced in collaboration with celebrity DJs and producers, appealing to music fans who are interested in digital collectibles from their favourite artists. These NFT wearables also allow Decentral Games members to earn extra $DG token rewards when they wear them while playing games in Decentral Games. Decentral Games community members can also expect regular auctions of exclusive NFTs during the music events. A portion of the proceeds will be donated to organizations that support new talents living in regions of the world where they have little access to avenues for monetizing their own music.
The pandemic is driving demand for alternative entertainment as there is no certainty when governments worldwide can put COVID-19 under control despite the availability of vaccines. “There’s a shift in how people attend music events these days. We have seen an increase in individuals joining our Decentral Games community when we held our recent event featuring DJ NIGHTMRE’s live performance. Our next event for the launch of our latest casino, Atari themed casino featuring platinum-selling DJ ,Dillon Francis’ live performance is expected to break the record number of users,” said Decentral Games’ founder/ CEO, Miles Anthony. “Bringing such an established name from the entertainment industry onto the metaverse is very exciting for us,” Decentral Games’ director of Investor Relations, Gabriel Mellace added. “This partnership is a move that is bound to breathe new air to both parties, which is expected to not just add value to user experience but also to overall market worth.”
“This partnership with Decentral Games will bring a piece of the heart of Amnesia and Ibiza into the homes of our fans, allowing them to recreate a unique experience through the 3D metaverse environment of Decentral Games. We have always focused on offering our clients the best party of their lives, now with the pandemic we must try to bring a little piece of Ibiza to each home wherever they are.” said Sergi Blaya, Brand Manager at Amnesia
The virtual launch of Amnesia Ibiza’s metaverse club is expected to be in June. Amnesia is preparing a line-up of world-famous DJs and artists, to be announced later. There will also be exclusive meet and greet opportunities for $DG holders with these artists. $DG is Decentral Games’ governance token which $DG holders own the rights to propose and vote on key decisions that shape the future of Decentral Games.
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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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