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Videogame culture provides overlooked opportunity to engage with climate change, says new report

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Organisations wishing to have an impact on climate change shouldn’t overlook the opportunities presented by working with the breadth of videogame culture, according to a report from the global entertainment and research charity OKRE and commissioned by UKRI.

Ahead of COP26, Iain Dodgeon, Director of OKRE, said: “Videogames are a global cultural force. Relentless technological and creative innovation alongside the core consideration of the player in the game design process has propelled the sector’s expansion. No other media exhibits quite such a mutability of form and purpose.”

And indeed as videogames have evolved, so too has how people engage with them – not just playing videogames, but playing with them in other media and in other areas of our lives.

Iain Simons, co-author of the report and curator-at-large for the National Videogame Museum, said: “Because so much of the industry marketing around them is about technology – ‘faster! more realistic! better than last year’s model!’ – it’s tempting to think that games are just hardware and software. The most interesting and important part of videogames is how we live with them. They’re a fantastically rich place for public engagement, both in the games themselves and in the cultures we build around them.”

As games such as Fortnite have become social destinations in their own right, they provide a significant and mostly untapped opportunity for public engagement. However rather than focusing on developing a single game with climate themes, the report, Playing With Videogame Culture, identifies seven broader strategic opportunities for public engagement with climate science through videogames

These opportunities include embracing the breadth of videogame culture in both digital and non-digital spaces. This culture includes streaming, fan communities, fan-fiction and cosplay, and provides a rich and collaborative space that can reach diverse audiences.
Harnessing interest in videogames to inspire engagement with a wide array of STEAM skills and careers is another area of focus, and the report says practitioners should particularly try to understand their potential applications in other sectors, such as future innovation around climate change.

Enabling a more diverse range of communities to creatively explore opportunities for climate action is also key, and one recommended way to go about this is by utilising no-code game design tools to open up participation and creative expression, removing a requirement for technical skills. Organisations should also prioritise local and hyper-local engagement, focusing on social and environmental concerns of more direct relevance to these communities who are often underrepresented in public engagement work.

One opportunity for doing this is through the creation of site and time-specific games – projects that are uniquely relevant to different communities and calendar events, and which can enable people to interact with their area in new and exciting ways.

Digital exclusion is a key concern, and OKRE’s report recommends that both digital and non-digital access points should be included in any programme, with public engagement practitioners embracing board games, card games and other physical games alongside videogames to maximise engagement and access.
Iain Dodgeon said: “By embracing the breadth of opportunities available to engage with videogame culture, organisations can create lasting impact in their public engagement work. This is an area that has been overlooked until now, and so there is really exciting potential for organisations to work in fresh ways.”

The report brings to light past and present examples of videogames engaging with climate change and work being done within the industry in a bid to mitigate its own carbon footprint. It concludes that engagement with climate change should not focus on the development of a single game with climate themes, but rather consider the opportunities available within wider videogame culture to engage diverse communities and increase impact.

OKRE is a new charity providing a global centre for collaboration and knowledge exchange across research, the entertainment industry, and the social impact sector. The charity runs the OKRE Network, which connects professionals across sectors, as well as curating events such as the OKRE Development Rooms, and providing funding and resources to catalyse the creation of entertainment that benefits from alternative insights brought via research and lived experience.

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Battle of the Tribes

POLYTOPIA WORLD CHAMPIONSHIP 2025 BREAKS RECORD PARTICIPATION AS FINALS DRAW CLOSER

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Celebrated strategy game The Battle of Polytopia confirms its first ever World Championships has exceeded expectations with over 10,000 sign-ups in its qualifying rounds. While no stranger to tournaments, previously hosting smaller scale, local tournaments called ‘Polysseums’, developer Midjiwan’s first step into global esports has been met with extreme success. The inclusive esports event has a $10,000 prize pool and will conclude on 6 December 2025, 14:00-21:00.

The finals will take place in front of a live-studio audience, with expert commentary and a chance to peek behind the scenes at Midjiwan itself. First place will receive $4,000, the runner-up will take away $2,000, the third and fourth place finishers will get $1,500, and the fifth and sixth place $500.

The Polytopia World Championship 2025 is being hosted by eSports platform, Challengermode, who Midjiwan has relied on for its monthly local tournaments since 2022. Midjiwan also partnered with Black Molly Entertainment to help organise and manage the event. Black Molly Entertainment have years of experience managing eSports tournaments, with notable events including the Geoguesser World Cup and CS:GO Pinnacle Cup Championship.

Midjiwan has worked closely with its community to ensure engagement is high with each round, building a bespoke ‘Spectator Mode’ into the game so fans can watch each game live through the game itself. In the spectator mode the viewer has visibility of all players simultaneously, with stats on how many cities, technologies, kills and more available for quick access.

Christian Lovstedt, CEO of Midjiwan commented:
“Polytopia has always been about welcoming all kinds of players into the world of 4X strategy. That’s why our championship is open to everyone – not just pros with sponsors. We’ve been thrilled at the amount of interest this tournament received from our community, reaching participation numbers way beyond our expectations. We’re excited to bring the finalists to Stockholm and can’t wait to see the strategies that emerge.”

The Polytopia World Championship 2025 kicked off in September, with its ‘Battle of the Tribes’ qualifying round – weekly battles where players competed to be the best in each of the game’s 12 tribes. After an exciting six weeks, the top player from each tribe faced-off, reducing the qualifiers to six finalists. These six winners are listed down below.

Tribe

Qualifying Player

IMPERIUS

ArthurL248

BARDUR

slimmingboy

OUMAJI

Dreamlander3000

HOODRICK

Theetat

XIN-Xi

LeLiberateur

LUXIDOOR

Meisterlampe

 

Recaps of each round of the tournament prior to the finals can be watched on the official Battle of Polytopia YouTube channel.

 

  • Part 1: Polytopia World Championship 1st Qualifiers Wrap-Up – BARDUR, IMPERIUS, KICKOO, ZEBASI

  • Part 2: Qualifiers Wrap-Up – Oumaji Hoodrick Yadakk & Quetzali – World Champoinship 2025

  • Part 3: Final Qualifiers Wrap-Up – Xin-Xi, Luxidoor, Ai-Mo & Vengir – World Championship 2025

  • Face-off stream: https://youtube.com/live/GnU6mWPoJiY?feature=share

To watch the finals live on December 6,visit here: https://polytopia.io/stream/

To stay up to date on the Polytopia World Championship 2025, or purchase one of the limited tickets for the live event, visit the official website or join the Official Polytopia Discord.

The post POLYTOPIA WORLD CHAMPIONSHIP 2025 BREAKS RECORD PARTICIPATION AS FINALS DRAW CLOSER appeared first on European Gaming Industry News.

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Betiator

Delasport Unveils a Crash Game for Sports Betting

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Leading iGaming supplier Delasport teases a one-of-a-kind sports betting crash game called Betiator – a new in-play experience that merges live sports with the tension and excitement of crash games.

Inspired by the groundbreaking casino genre, the company once again pushes the whole industry to a new phase in evolution by allowing sports bettors to play in the same easy and fun way as fellow casino players. Crash games are booming in the casino world, showing that players crave more emotional, fast, and visually engaging formats – and Betiator brings that same adrenaline-charged energy to the sportsbook.

It changes the scene by introducing a truly innovative way to bet on sports, keeping players at the edge of their seats during the game. Designed to excite both sports bettors and casino players, it marks a defining moment for innovation.

This product comes as a logical next step in the evolution of live betting and the company’s goal to disrupt the iGaming industry. It demonstrates Delasport’s successful commitment to unique innovation: a strategy they call “Going Beyond Content” –building on the success of products and features like SuperPot, My Sportsbook, My Combo, Double My Winnings, and many more.

“Sports bettors deserve the same level of innovation and excitement that casino players get all the time,” Delasport’s CEO Oren Cohen Shwartz says. “At Delasport we’re taking the whole game to a new playing field with Betiator. Live betting won’t feel outdated anymore as we’re bringing in the thrill of the casino to sports betting.”

While details about Betiator remain under wraps for now, Delasport promises a completely new way to experience live sports. Operators and partners eager to see it in action can schedule exclusive demos and discover more at ICE Barcelona 2026, taking place January 19–21, where Betiator will make its official debut.

The post Delasport Unveils a Crash Game for Sports Betting appeared first on European Gaming Industry News.

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game’s 2026 industry barometer – the mood in the German games industry is beginning to brighten

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•     Nearly one third of games companies in Germany foresee an industry upswing in the coming year
•     More than half expect a positive business development for their own company in the next twelve months
•     Around one in three games companies anticipate new hires
After three challenging years, games companies in Germany are looking ahead with increased optimism. Nearly one in three companies (29 per cent) anticipate a positive development in the games industry in the coming twelve months, as compared with just 17 per cent one year ago. 31 per cent of games companies expect a negative development in the industry – a considerable drop from last year’s level of 45 per cent. These are the results of game’s annual industry barometer, which was published by game – The German Games Industry Association. Games companies in Germany look towards their own business development in the coming year significantly more positively, with over half (53 per cent) expecting business to be good in 2026, similar to last year’s number of 52 per cent. Only 12 per cent anticipate a downturn in business, compared to 15 per cent last year. In their personnel planning, the companies nonetheless remain initially cautious: around one third of games companies in Germany (32 per cent) anticipate hiring new employees in 2026, the same percentage as last year.
‘Confidence is returning to Germany’s games industry,’ says Felix Falk, Managing Director of game. ‘Following a difficult phase both here and abroad, positive signals, such as the strong gamescom 2025, and important policy initiatives, like the increased federal games funding and the announced federal tax incentives, are bringing improved prospects and greater optimism compared to a year ago.’
About game’s 2026 industry barometer
The data is based on an online survey conducted by game – The German Games Industry Association between 12 and 21 November 2025, involving a total of 202 German games industry association members, including in particular developers and publishers.

The post game’s 2026 industry barometer – the mood in the German games industry is beginning to brighten appeared first on European Gaming Industry News.

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