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Game Consoles Conquer Hearts, Minds (and Wallets)

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New research shows 51% of console gamers play every day – up from 39% in 2019

New data from Hub Entertainment Research shows that gaming consoles play a central role in the entertainment lives of many consumers.

Highlights from Hub’s “Game Consoles 2021: Respawned and Leveled Up” study:

1) Game consoles are occupying more time. A third (36%) of respondents play console games, about the same as in 2019 (33%). But the engagement among those who do play is much higher.

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More than half of all console gamers (51%) play every day, up from just 39% two years ago

42% of console gamers who play at least once a week (weekly gamers) say they are playing their console more this year than last, vs. only 32% who said the same thing in 2019

Game sessions are about 20 percent longer: in 2021 weekly console gamers estimate their average session is about 110 minutes, up from about 90 minutes in 2019

2) Ownership of multiple game consoles is up. The share of all 13-74s who play console games is about the same in 2021 (36%) as in 2019 (33%). But the density of ownership is significantly higher. In 2019, only a quarter of console gamers owned both a PlayStation and an Xbox. But in 2021, more than a third (34%) of respondents say they own both.

3) The pandemic drove game purchases online.

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39% of weekly console gamers say they buy digital copies of console games at least a few times per month (up from just 25% in 2019)

A similar 38% regularly download DLC or expansion packs for games they already own (up from 22% in 2019)

And half (53%) of console gamers said they spent more on gaming this year than last, vs. slightly more than a third who said the same thing in 2019

4) COVID also made gaming critical to maintaining relationships. In 2021, more respondents mentioned communication or connection with friends as a reason for gaming than in 2019. In fact, almost half of weekly console gamers (45%) have at least one in-game friend that they’ve never met in real life.

5) The impact of in-game advertising has grown along with engagement. 7 in 10 (70%) regular console gamers play titles with branded in-game content (up from 61% in 2019). Among those exposed to in-game advertising,

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Almost half (44%) said they prefer in-game advertising to regular commercials

And in game ads are not just tolerable – three quarters (72%) say that branded DLC actually makes the game more fun to play

“Video games represent serious competition for the time and attention of many Americans, and young men in particular,” said David Tice, senior consultant to Hub and co-author of the study. “Offering desired integrations into games, and in some cases unique exposures such as VR, gives marketers a real opportunity to ‘power up’ when they try to reach young consumers.”

“The amount of entertainment content continues to grow, but there are still only 24 hours in a day,” said Jon Giegengack, Founder and Principal at Hub. “Gaming is winning a larger share of that disposable time on the strength of the games themselves. But even more so on the central role gaming has taken in social interaction and communication – habits formed during the pandemic, but that will persist long after.”

Hub’s “Game Consoles 2021: Respawned and Leveled Up” report is a survey of 2,619 US consumers age 13 to 74. Interviews were conducted in September 2021. A free excerpt of the findings is available on Hub’s website. This report is part of Hub’s Entertainment + Technology Tracker syndicated report series.

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Hub Entertainment Research measures the influence of technology on the way people find, choose, and consume entertainment content: TV and digital video, movies, gaming, music and social media. Our syndicated studies have tracked the most important trends in entertainment providers, devices, and technologies since 2013.

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Alberta Gaming

Edmonton Elks, Play Alberta Connect on New Partnership

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Home field advantage has a new name, as the Edmonton Elks announced that Play Alberta Field at Commonwealth Stadium is now the home of the Elks.

The field naming rights are part of a broader multi-year agreement between Play Alberta and the EE, making Play Alberta the official sports betting partner of the Club.

“We couldn’t be more excited to expand our partnership with Play Alberta. This partnership is about more than just putting a name on the field – it’s about building something meaningful for our fans and our community. Play Alberta is an Alberta-based organization that shares our values and our commitment to giving back. Together, we’re creating new ways for fans to connect with our team and experience the game day atmosphere in a whole new way,” said Elks President and CEO Chris Morris.

The expanded relationship between the Elks and Play Alberta will allow the game day experience to continue to grow. Fans can look forward to unique activations and promotions around the stadium, including the chance to win game tickets and memorabilia.

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“Since Play Alberta’s launch five years ago, our team has made it a priority to connect with the communities where our players live and work. We are very excited to join the Edmonton Elks on the field on game days during upcoming CFL seasons. Play Alberta Field at Commonwealth Stadium allows us to partner with the Elks and showcase two brands built for Albertans in a historic Edmonton location,” said Alberta Gaming, Liquor and Cannabis Chief Executive Officer Kandice Machado.

The Elks open their 76th season on Saturday, June 7 in Vancouver when they take on the B.C. Lions. Edmonton’s home opener at Play Alberta Field at Commonwealth Stadium is slated for Thursday, June 19 against the Montreal Alouettes.

The post Edmonton Elks, Play Alberta Connect on New Partnership appeared first on Gaming and Gambling Industry in the Americas.

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BCLC

BCLC Celebrates its 40th Anniversary With New Scratch & Win that Lets Winners Give Back

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BCLC has launched a Scratch & Win ticket that is a win-win for both the Top Prize winner and their registered B.C. charity of choice.

The Greater Good Giveaway ticket offers a Top Prize of $10,000 for the winner and $10,000 for their registered charity of choice, selected from a list of British Columbia charities on CanadaHelps.

Thomas D’Cruz from Richmond is the first Top Prize winner for Greater Good Giveaway. D’Cruz selected the B.C. Children’s Hospital Foundation to receive the $10,000 charity prize, sharing that he “wanted to help children.” The winning ticket was purchased at Walmart on Alderbridge Way in Richmond.

There are over 12,000 registered B.C. charities on CanadaHelps for Top Prize winners to select from that support a variety of different causes, including arts and culture, education, social services and more.

“At BCLC, we believe that when we share the wins, we feel more connected to each other, our communities and our province,” says Natasha Questel, BCLC Chief Social Purpose Officer and Vice President of Marketing. “Our players have shared that they are interested in different types of prizing that go beyond a dollar amount, so as we celebrate our 40th anniversary we’re thrilled to launch the Greater Good Giveaway – a ticket that allows our players the chance to support causes that resonate deeply with them, and aligns strongly with our social purpose – to generate win-wins for the greater good.”

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Greater Good Giveaway tickets are $2 each and are available for purchase at lottery retailers across the province. For full details on the Greater Good Giveaway ticket, including how to play, please visit our website.

In 2024, B.C. lottery players have redeemed more than $137 million in winnings from Scratch & Win.

Since 1985, BCLC has delivered more than $29 billion to the provincial government to support communities, provincial programs and services, charities and major events that have helped shape B.C.

The post BCLC Celebrates its 40th Anniversary With New Scratch & Win that Lets Winners Give Back appeared first on Gaming and Gambling Industry in the Americas.

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Adam Fonsica Co‑Founder & COO at Random State

Random State obtains Ontario iGaming licence

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Random State (“RS”), the Swedish studio behind next‑generation iLottery and multiplayer bingo content, has been granted a Gaming‑Related Supplier – Manufacturer licence by the Alcohol and Gaming Commission of Ontario (AGCO). The approval, effective 14 May 2025, authorises RS to offer its games and platform services to licensed operators across Ontario.

“Securing the Ontario licence is a milestone our entire team has worked tirelessly toward,” said Adam Fonsica, Co‑Founder & COO at Random State. “Ontario not only validates the quality and integrity of our technology; it provides a launchpad for our broader North‑American expansion. We can’t wait to introduce our eInstant titles and multiplayer bingo hub to Ontario players later this year, together with a soon‑to‑be‑announced operator.”

The licence clears the way for RS to roll out its full product portfolio in Ontario:

Interactive eInstants – instant‑win games that re‑imagine traditional lottery mechanics with modern gameplay and rich visuals.

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Multiplayer bingo – a complete suite of 90-, 75-, 80/60/40‑ and 30‑ball variants, featuring progressive jackpots, Pot Booster and real‑time chat hosting.

Turn‑key iGaming platform – advanced Player Account Management (PAM), certified RNG, gamification engine and a WYSIWYG game‑configuration tool that lets operators launch new games in minutes.

Random State expects its first Ontario go‑live in Q3 2025, delivering both eInstants and multiplayer bingo on day one.

The post Random State obtains Ontario iGaming licence appeared first on Gaming and Gambling Industry in the Americas.

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