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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.

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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.

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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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FANDOM EXPLORES THE GROWING IMPORTANCE OF GAMING & SELF-EXPRESSION IN 2024 INSIDE GAMING REPORT

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Study Provides New Insights Into How Brands Can Authentically Engage With Gamers to Help Them Express Their Best Selves Off-Screen.

KEY FINDINGS

Gaming has exploded over the past decade, becoming one of the most dynamic and expansive industries across the globe. Fandom, the world’s largest fan platform, dives into the heart of the gaming community to uncover the evolving motivations behind why people game in its 4th annual Inside Gaming report. The 2024 Inside Gaming report – a proprietary study coupled with Fandom’s first-party data from its 350 million monthly unique visitors, 45 million pages of content and 250k fan-powered wikis – captures a notable shift: gaming is increasingly seen as a means for personal expression, exploring one’s identity and providing empowerment and confidence in one’s real life.

Dominant Gaming Motivations

  • While stress relief remains the top reason people turn to games, a striking 46% of gamers list creation, imagination, and self-expression as their main motivations for gaming, up 10% from last year.

Influence on Gaming Habits

  • People who are gaming for self-expression, creation & imagination are 30% more likely to increase their gaming time, feeling more drawn to the gaming world than ever before.

Games Driving Self-Expression

  • 60% of gamers claim that self-expression through gameplay is more important to them than ever before. Titles like Minecraft, Fortnite, and Roblox lead in enabling personal expression through extensive customization options, open-world exploration, and other game updates

Exploring Gamer Identity

  • The report also highlights a significant gap between players’ in-game identities versus their real-life personas, with 80% of respondents feeling their gaming identity differs from their real-life identity.
  • However, half of respondents claim they’d prefer to be more like their in-game personality IRL and 72% would feel more favorably towards brands that help them achieve this.
  • This is especially true of 18-34 year olds, multicultural (specifically African American & Hispanic) audiences as well as women and non-binary audiences.

OPPORTUNITIES FOR MARKETERS

Emphasize Self-Expression:

  • Self-expression is a key driver for gaming engagement. In fact, 32% of gamers want their physical appearance to be more like their in-game appearance.
  • Brands that align with this motivation can enhance their connection with gamers. For example, this represents an opportunity for fashion & beauty brands to explore dedicated product extensions for gamers looking to explore this self-expression.

Create Brand Safe Spaces:

  • 64% believe that gaming communities are vital safe spaces where they can truly be themselves, presenting opportunities for brands to foster and cater to these communities.

Align with Gamers’ IRL Aspirations

  • Many gamers wish to integrate their gaming and real-life personas. Brands that help facilitate this integration can achieve deeper consumer relationships.
  • The study found that 48% of gamers want their IRL skills to be as strong as their gaming skills, opening up an opportunity for brands to explore how they can create ways to provide gamers with products that enhance IRL skills and provide a sense of accomplishment & achievement they get while playing.

 

“From character customization to cosplay and content creation, video games have empowered gamers to explore, express and enhance their identity – nearly two thirds of gamers claim it’s easier to be themselves with a controller in their hands,” said Stephanie Fried, CMO of Fandom. “With the growing significance of gaming as a means for self-expression and personal evolution, it’s crucial for brands to connect to these motivators to help players bring their gaming personas to life in the real world.”

For an interview with a Fandom executive to discuss the study in more detail, please contact Rachelle Savoia at [email protected].

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Methodology:

Fandom surveyed 5,000 entertainment and gaming fans globally to understand the ever changing entertainment landscape. The insights from the study were joined with proprietary insights from Fandom’s first-party platform data of over 350MM users, 45MM content pages across 250K wikis.

 

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Flexion Enters into Partnership with Jam City

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Flexion, the games marketing company, has partnered with Jam City, a leading mobile entertainment company behind some of the world’s highest-grossing and most enduring mobile games, to bring a selection of the publisher’s best-in-class games to the Alternative App Stores: Amazon Appstore, Huawei App Gallery, Aptoide, ONE store, Samsung Galaxy Store, DT Hub and Xiaomi GetApps.

“We are always looking for new opportunities to build our network of global players, and Flexion is a proven partner that will help introduce our award-winning titles to new audiences in the alternative stores,” Curtis Barnes, Senior Director of Publishing Operations for Jam City, said.

“We’re all about helping developers like Jam City reach the full potential of their games. We’re delighted they have chosen us to add revenue and audiences for their games on the alternative app stores,” Jens Lauritzson, CEO of Flexion, said.

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The post Flexion Enters into Partnership with Jam City appeared first on European Gaming Industry News.

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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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