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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.

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.

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,

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.

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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Tonybet pays first $15,000 CAD prize in World Cup Card Collection Canada promo

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Bronze card has been claimed during the group stage; silver and gold prizes remain available until 31 July.

Tonybet said it has paid out its first major prize in its World Cup Card Collection campaign for Canadian customers (excluding Ontario), after a player secured the promotion’s bronze card worth $15,000 CAD.

The operator said the World Cup Card Collection includes 51 cards to collect during the tournament: 48 digital cards tied to participating World Cup nations, plus three unique cards—gold, silver and bronze—linked to a $150,000 CAD total prize fund.

According to Tonybet, the bronze card has been available through the World Cup’s group stage and has now been claimed. The silver card is available during the knockout rounds up to the quarter-finals, while the gold card is held back for the closing semi-finals and final.

Tonybet Head of Product Kiryl Liudvikevich said: “With Canada co-hosting the World Cup for the first time, the tournament has felt closer to home than ever before for Canadians, and it has already delivered a moment most supporters could only dream about with the national team advancing to the knockout stages.

“For one lucky Canada supporter, it has now produced another story that will be worth retelling long after the final whistle has gone – with our lucky winner among the first Tonybet customers to win one of the unique cards in our World Cup Card Collection, taking home a cool $15,000 for managing to get his hands on bronze. Who will end up with silver and gold?”

Tonybet said the same three unique cards are also in circulation across its other markets, with varying outcomes so far. The World Cup Card Collection campaign runs until 31 July, with a $150,000 CAD prize pool for Canada and separate prize pools in other markets.

The post Tonybet pays first $15,000 CAD prize in World Cup Card Collection Canada promo appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Tonybet’s World Cup Card Collection campaign lands first $15k Bronze winner

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Tonybet’s World Cup Card Collection for Canadian customers has found its first major winner, with one lucky player taking home $15,000 CAD for securing the campaign’s prized bronze card.

There are 51 cards in total to collect during the tournament for Tonybet’s Canadian playerbase (excluding Ontario), including 48 digital cards – one for each participating World Cup nation – and three unique cards available in gold, silver and bronze – with a $150,000 CAD total prize fund on offer.

The three unique cards reward winners with prizes of $100,000 CAD for gold, $35,000 CAD for silver and $15,000 CAD for bronze – and the bronze card has now been discovered by a Tonybet customer, having been on on offer through the World Cup’s group stage.

The silver card comes into play during the knockout rounds up to the quarter-finals, with the gold card held back for the closing semi-finals and final.

Tonybet Head of Product Kiryl Liudvikevich said: “With Canada co-hosting the World Cup for the first time, the tournament has felt closer to home than ever before for Canadians, and it has already delivered a moment most supporters could only dream about with the national team advancing to the knockout stages.

“For one lucky Canada supporter, it has now produced another story that will be worth retelling long after the final whistle has gone – with our lucky winner among the first Tonybet customers to win one of the unique cards in our World Cup Card Collection, taking home a cool $15,000 for managing to get his hands on bronze. Who will end up with silver and gold?”

The same three cards are in circulation across Tonybet’s other markets. In some, a bronze has already been claimed; in others, all three are still waiting to be found.

Tonybet’s World Cup Card Collection runs until 31 July, with a $150,000 CAD prize pool (and separate pools running across its other markets).

The post Tonybet’s World Cup Card Collection campaign lands first $15k Bronze winner appeared first on Americas iGaming & Sports Betting News.

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Gaming Corps goes live with OLG iCasino in Ontario

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Gaming Corps has launched its casino game portfolio with Ontario Lottery and Gaming Corporation (OLG) in Ontario, bringing a selection of the Swedish studio’s titles to OLG’s digital casino audience.

The rollout includes football-themed games timed to the summer football calendar. Titles going live with OLG include Goals to Glory: Football Fever, Penalty Champion: Goals to Glory, and Goals to Glory: Instant Blitz, part of Gaming Corps’ Instant Blitz series.

OLG is a provincial crown agency that has operated in Ontario since 1975, with responsibilities spanning land-based gaming facilities, province-wide lottery games, internet gaming, bingo, and electronic gaming products at Charitable Gaming Centres.

Graham Greensmith, Chief Commercial Officer at Gaming Corps, said: “Launching with OLG gives Gaming Corps outstanding visibility in one of the most exciting regulated markets in North America. The timing could not be better. As global football moves into focus, we are bringing OLG a fantastic line-up that speaks directly to the moment, while also introducing some of our most recognisable titles, mechanics and characters.”

Ian Shelswell, Director, iCasino Product, Partnerships & Development at OLG, added: “OLG is always looking to bring high-quality content to our players, and Gaming Corps’ portfolio adds further variety to our iCasino offering at an exciting time in the sporting calendar. The combination of football-themed releases, instant win content, recognisable slot franchises and engaging game mechanics makes this a strong addition to our casino catalogue. We are pleased to welcome Gaming Corps to OLG and look forward to developing the partnership.”

The post Gaming Corps goes live with OLG iCasino in Ontario appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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