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Gaming is in the mainstream and it’s here to stay

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By Tobias Knutsson, CEO, Adverty

It’s taken a lot to finally rub out marketers’ lingering belief that gaming is a thing for kids, a niche media channel, a flash in the pan. The pandemic did some of the final lifting, but in a gaming business that is booming on all sides, absorbing women, older people, obsessive Esports fans, cloud gamers, monthly subscribers – you name it – the numbers are now unignorable: an estimated audience of somewhere between 2.5bn and 3bn+, with a global value of $162.32bn last year. If that’s not mainstream, what is?

Nike, Coca-Cola, Redbull, even Gucci and L’Oréal have all waded into the gaming space, and smaller brands with more modest budgets are beginning to follow. So gaming is having a moment that started some time ago and promises to last – what should its exponents do to maximise it and build strong, sustainable connections with brands?

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Hold their hands

Brands that are new to gaming often lack in-house expertise and even background knowledge. As with social media, gaming needs dedicated experts on the client side, and inevitably brands will recruit their own, but until that part of the puzzle falls into place, it is incumbent on publishers and ad tech providers to explain the protocols, the opportunities and the rules of thumb in clear and accessible terms. (In brief: respect the space, add value, but don’t get in the way.)

Bring gaming ads in line with other media

Convincing marketers is one thing, but the gaming advertising business needs to give those executives the tools to win the argument with the finance people. That means the gaming world needs to work hard to standardise its metrics, its formats, its sizes, in order to bring itself into line with the wider ad industry. Gaming is a complex environment for brands, who will ultimately only invest in what they understand. So the emergence of formats that stand direct comparison with those of other media – such as  Adverty’s own In-Play branding ads and In-Menu performance ads – combined with robust metrics, strengthen gaming’s pitch for brand dollars.

Never generalise

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The gaming audience is indescribably varied and ranges far beyond the young, male stereotype. More than 50% of mobile gamers are older than 34 [source: Mediakix] and 51% are women [source: MoPub]. So the question isn’t any longer about which brands could benefit from targeting ‘a gaming audience’, but exactly how to target your brand’s precise audience through gaming.

Make it worthwhile for users

The predominance of mobile games – which last year claimed $120 billion of consumer spend against home and handheld consoles’ $43 billion [source: App Annie] – indicates a need for strong mobile-friendly advertising models. A weight of research points to the fact that  free-to-play gamers understand the value exchange and are comfortable with the presence of advertisers, but tolerance turns to genuine enthusiasm when brands add value to gaming. In-game rewards such as hints and power-ups work well in exchange for watching ads and dovetail nicely with in-game purchases. Further research points to the effectiveness of in-game branding advertising as a driver of positive sentiment.

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Gaming

Mobile Games Index: Analysis of 95M Game Interactions Reveals Shifting Engagement Trends, Available Now

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The anticipated fourth edition of the annual Mobile Games Index, powered by adjoe and Statista, is now available.

The latest report offers a clear look into the current state of the mobile gaming sector, analyzing the past 12 months of the first-party data from 95 million app interactions across 27 million users. The MGI 2024 reveals what people choose to play on their mobile devices, filling the gap in industry knowledge and enabling game developers and user acquisition specialists to benchmark their products and ultimately target the right audiences with the right content.

Moving forward, it is up to the industry decision-makers to analyze the findings and promptly adapt to the newly-emerged engagement trends from MGI 2024, effectively engaging desired audiences.

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A Peek at Shifting Engagement Trends to Capitalize on

Based on predictions from Statista, the overarching trend in the market is its robust growth with a forecasted expansion from $166.1 billion in 2024 to $227 billion by 2028.

Remarkably, Card games are expected to grow the most dramatically at 13.8% a year, nearly doubling their global revenue by 2028. Judging from the engagement charts of MGI 2024, the main driver of growth in this category is Solitaire games. The audience is showing a clear preference for Solitaire – these games hold 7 out of 10 positions in the top list of card games worldwide by time spent with titles from MobilityWare, Gimica, Scopely, and Playvalve, among others.

What allows the market to show revenue growth is the positive changes in global daily time spent. After the dip in engagement highlighted by the last year’s Index, adjoe confirms that average daily sessions have rebounded to 21.5 minutes from 17.3 minutes reported last year, marking a 22% increase.

The most engaged demographic of mobile gamers globally is the 40-49 age group, which has experienced a remarkable 33% increase in daily gaming time, now at 23 minutes daily. The strategies targeted at older demographics over the past 12 months can be deemed successful. However, this has led to a loss of focus on engaging Gen-Z, which has shown only modest growth in time spent.

The MGI also reveals that women are outpacing men in daily gaming time across most genres – as reported for the 4th edition in a row. This consistent and high performance makes the female audience a continuously safer bet when it comes to user targeting.

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Another continued trend is the dominance of top publishers such as Supercell, Garena, King, and Playrix, while there’s still space to occupy for smaller publishers. For instance, ForgeGames tops the engagement charts with their game Special Forces Group 2 – capturing over 43 minutes of average daily engagement.

The insights continue in the MGI 2024, going granular to segment and visualize global mobile game engagement data from adjoe by genre, region, and demographic. At the same time, Statista’s extensive market research provides a macro-view of the current and future industry, offering figures for global downloads and revenues with forecasts extending to 2028.

Mobile Games Index 2024 Is Available in Open Access

The MGI 2024 goes deep below the surface of market data and creates a comprehensive snapshot of the mobile gaming industry today. Inside are

For developers and marketers, this report is the green light to benchmark performance against industry leaders and align their products with the rising expectations of mobile gamers. This comprehensive tool is now available for free to inform decision-making and help optimize strategies for short- and long-term actions.

The post Mobile Games Index: Analysis of 95M Game Interactions Reveals Shifting Engagement Trends, Available Now appeared first on European Gaming Industry News.

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The German Games Industry Association congratulates all winners of the German Computer Game Awards 2024

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• “EVERSPACE 2” by ROCKFISH Games is ‘Best German Game’ 2024
• Pixel Maniacs from Nuremberg wins in the ‘Studio of the Year’ category
• ‘Best International Game’ is Baldur’s Gate 3
• ‘Player of the Year’ is Maurice Weber

High-quality games, great entertainment and many well-known personalities from the games industry and the cultural, societal and political spheres – the German Computer Game Awards 2024 (DCP), presented this evening in Munich, featured all that and more. Numerous guests celebrated the best games from Germany and the creative minds behind them in person at Eisbach Studios in Munich. The award show, which was hosted by Katrin Bauerfeind and Uke Bosse, was additionally followed by hundreds of thousands of viewers via live stream. A total of 800,000 euros was awarded in cash prizes. “EVERSPACE 2” by ROCKFISH Games was chosen ‘Best German Game’. The ‘Studio of the Year’ award went to Pixel Maniacs from Nuremberg, which has made a name for itself with successful games like the party racing game “Can’t Drive This”, its multifaceted involvement in the game industry and its promotion of young talent, as well as with its innovations in the area of marketing. The ‘Special Jury Prize’ was awarded to the project “Gaming ohne Grenzen” (Gaming without Borders), an initiative that enables young people with disabilities to participate actively in game culture – for example, by assessing in inclusive game testing groups the accessibility of various games as well as the ability of certain technologies to help overcome barriers in video games. In voting by the community and the jury, Maurice Weber was selected ‘Player of the Year’. The games editor and Twitch streamer regularly analyses current developments in the games industry and takes a critical look at them, while at the same time formulating a clear stance for more diversity and against extremism in games and society.

The German Computer Game Awards, which honour the year’s best German-produced games, are hosted by the German Federal Government, represented by the Federal Ministry for Economic Affairs and Climate Action, and game – The German Games Industry Association.

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‘Congratulations to all winners of the German Computer Game Awards 2024!’ says Felix Falk, Managing Director of game. ‘Even in these very challenging times for many German firms in the industry, German games companies have created high-quality and successful games that have deservedly been honoured on the big stage of the DCP. Around half of these outstanding games were developed with the support of federal game funding. This once again demonstrates the potential that we can leverage when the underlying policy framework for game development in Germany provides for truly predictable and internationally competitive conditions – conditions that allow games from Germany to shine even more brightly all over the world and achieve even greater success on the national as well as international stage. We must make this our goal!’

Overview of all winners:
Best International Game (not endowed)

Baldur’s Gate 3 (Larian Studios)

 

Best German Game (endowed with 100,000 euros)

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EVERSPACE 2 (ROCKFISH Games)

 

The other nominees will each receive 30,000:

Atlas Fallen (Deck 13 Interactive/Focus Entertainment)
Fall of Porcupine (Critical Rabbit/Assemble Entertainment)

 

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Best Family Game (endowed with 40,000 euros)

Spells & Secrets (Alchemist Interactive/rokaplay)

 

Newcomer Award – Best Debut (endowed with 60,000 euros)

Ad Infinitum (Hekate/NACON)

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The other nominees will receive 25,000 euros each:

Fall of Porcupine (Critical Rabbit/Assemble Entertainment)
Lose CTRL (Play From Your Heart)

 

Newcomer Award – Best Prototype (endowed with 50,000 euros)

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Misgiven (Symmetry Break Studio)

 

The other nominees will receive 25,000 euros each:

Bloodletter (Katharina “Mikey” Müller, David Cafisso, Marvin Braun, Alica Schneider/Hochschule für Technik und Wirtschaft Berlin)
EcoGnomix (Lars Hinnerk Grevsmühl, Lars Eble, Bahy Nguyen, Marcel Zurawka, Alec Shae)
Footgun: Underground (Eduard Dobermann, Theo Lohmüller, Georg Nimke, Robert Pistea, Lukas Salewsky)
REPLICORE (Sarah Inés Roeder, Rody Nawezi, Leonhard Gläser, Maximilian Götz/ HAW Hamburg)

 

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Best Innovation and Technology (endowed with 40,000 euros)

Marble Maze (Fox-Assembly)

 

Best Serious Game (endowed with 40,000 euros)

Friedrich Ebert – Der Weg zur Demokratie (Playing History/Stiftung Reichspräsident-Friedrich-Ebert-Gedenkstätte)

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Best Audio Design (endowed with 40,000 euros)

Ad Infinitum (Hekate/NACON)

 

Best Game Design (endowed with 40,000 euros)

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Lose CTRL (Play From Your Heart)

 

Best Graphic Design (endowed with 40,000 euros)

The Bear – A Story from the World of Gra (Mucks! Games)

Best Mobile Game (endowed with 40,000 euros)

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Cat Rescue Story (Tivola Games)

 

Best Story (endowed with 40,000 euros)

Ad Infinitum (Hekate/NACON)

 

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Studio of the Year (endowed with 50,000 euros)

Pixel Maniacs

 

Player of the Year (not endowed)

Maurice Weber

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Special Jury Award (endowed with 10,000 euros)

Gaming ohne Grenzen

The post The German Games Industry Association congratulates all winners of the German Computer Game Awards 2024 appeared first on European Gaming Industry News.

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Flexion and Kabam Team Up to Bring Marvel Contest of Champions to the Alternative App Stores

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Flexion, the games marketing company, and Kabam, one of the world’s leading game developers, announced a new partnership to bring Marvel Contest of Champions to alternative app stores. Flexion will distribute the game on the Amazon Appstore, Aptoide, ONE store, Samsung Galaxy Store, and Digital Turbine Hubs in 2024.

“We are excited to partner with Flexion to bring Marvel Contest of Champions to even more players. Flexion’s expertise, experience and technology make them the ideal partner for us. This collaboration will help us reach new audiences by making Marvel Contest of Champions available on even more app stores. This is especially exciting ahead of the game’s upcoming 10-year anniversary,” SeungWon Lee, CEO of Kabam, said.

“We are delighted to partner with Kabam, one of the world’s leading game developers, to bring their hit game to more players around the globe. This partnership is a win for Kabam and the app stores, which we will connect to drive audience engagement,” Jens Lauritzson, CEO of Flexion, said.

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Marvel Contest of Champions is an epic fighting RPG with over 260 iconic Marvel Super Heroes and Super Villains in the ultimate cosmic showdown. Players can collect and build a competitive team of Champions, compete against the world’s top Summoners, battle through an epic and deep Marvel story, and team up with powerful Summoners in alliances to become the Ultimate Marvel Champion.

“We’re delighted to add such a well-known and successful game like Marvel Contest of Champions to our portfolio. I am very positive about the growth potential of these alternative stores in 2024. There is no better time to expand to more audiences,” Jens added.

Marvel Contest of Champions will be available on the Amazon Appstore, Samsung Galaxy Store, Aptoide, and ONEstore Korea starting on April 29, 2024, with Samsung Gaming Hub, OneStore Global, and DT Games Hub following in the near future.

The post Flexion and Kabam Team Up to Bring Marvel Contest of Champions to the Alternative App Stores appeared first on European Gaming Industry News.

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