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The Favourite Video Games From Across The World

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  • The number one video game in the world is Tomb Raider, now with over 20 games available on over 10 different console types.

  • Tomb Raider’s biggest fans are in Germany, France and Hungary.

  • Grand Theft Auto and Fortnite score second and third place, with GTA being the number one game in both Asia and Africa.

  • Bioshock is crowned the UK’s favourite video game, having been the most popular in Belfast, Bristol, Glasgow and Sheffield.

A new study by airsoft company Patrol Base has discovered the world’s favourite video games. The research looks in-depth at video game archives across 75 countries to uncover the most popular games across the globe.

Reviewing monthly searches, Patrol Base has ranked not only the best games on the globe, but also the most popular games in each continent, the most liked gaming genre, and even the UK’s favourite video games by city.

Out of a total of thirty different games reviewed across six continents, the number one game is action-adventure classic, Tomb Raider. It scored the most first place results compared to every other game; taking gold in ten out of 75 countries including Germany, France and Hungary.

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Top Ten Favourite Global Games

  1. Tomb Raider
  2. Grand Theft Auto
  3. Fortnite
  4. Resident Evil
  5. Call Of Duty
  6. World of Warcraft
  7. The Last Of Us
  8. FIFA
  9. Hitman
  10. Minecraft

A firm favourite, Tomb Raider is also the most popular game in Europe, whilst Call of Duty conquers North America. Resident Evil takes the crown in South America, of which interest in the horror-themed game had been the highest in three out of the nine countries reviewed.

The Favourite Game Per Continent

  1. Europe – Tomb Raider

  2. North America – Call Of Duty

  3. South America – Resident Evil

  4. Asia – Grand Theft Auto

  5. Africa – Grand Theft Auto

  6. Oceania – Spyro

Unsurprisingly, first-person shooter (FPS) and action-adventure games came joint first in the race for the most popular gaming genre worldwide. Action-adventure games in the top ten included Tomb Raider, GTA, The Legend Of Zelda and God Of War. Flying the flag for FPS are Call Of Duty, Battlefield, Halo and BioShock.

Top Five Game Genres Worldwide

  1. Action-Adventure

  1. First-Person Shooter

  1. Platformer

  1. Role-Playing Game

  1. Survival Horror

In a strange twist of fate, the 2013 released video game BioShock proved to be the most popular game in the United Kingdom, having been a solid favourite in cities including Belfast, Bristol, Glasgow and Sheffield. Despite not having released a game in eight years, the franchise still racks up a huge 32,000 searches per month, with BioShock: Infinite receiving an additional 21,000 searches.

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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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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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