Gaming
Mads “Viggomopsen” Mikkelsen crowned Red Bull Solo Q Champion

Red Bull Solo Q, the official 1v1 League of Legends tournament, came to an exciting end this weekend as Mads “Viggomopsen” Mikkelsen was crowned the Red Bull Solo Q Champion, besting Arnas “arnax” Stepanauskas in a confident 4-2 victory.
Set in one of the most visited tourist attractions in Germany, BMW Welt, and with Eefje “Sjokz” Depoortere as global face of the initiative, the Red Bull Solo Q World Final closes out an amazing year for League of Legends Esports.
The Red Bull Solo Q World Final kicked off on Saturday, December 4th, with 19 of the world’s best 1v1 League of Legends players entering the group stage to decide who moves on to the elimination rounds. The single lane map Howling Abyss saw players forced to switch up their usual playstyle– along with a sudden death mechanic pushing players to fight in a shrinking Ring of Fire after 7 minutes. The opening day saw the two USA players, DarkWings and bradleyyy eliminated, leaving North American fans with the Canadian Doxa as their only hope. French top-laner Raphaël “Lingwi” Claudé, who looked like a very strong competitor moving into the final, could only put forward a 1 win 3 loss performance which saw him eliminated in the group stage.
Sunday saw the kick-off of the Playoffs and elimination matches. Mads “Viggomopsen” Mikkelsen, one of the strongest players in the group stages, continued his dominating run all the way until the final, besting Hamboly 3-1, Doxa 3-0 and You MERT Bro 3-1 with amazing adaptability, switching up the playstyle based on his opponents’ champion picks. On the other side of the bracket, Lithuanian Arnas “arnax” Stepanauskas made his way to the final with tough 3-2 wins over both Shakara and Potatis, before besting HULKSMASH 3-1, with a thrilling final game where HULKSMASH looked sure to take First Blood.
Although Viggomopsen entered the final as the clear favourite, it was arnax who took an early lead with a win in game one. However, Viggomopsen’s calmness and measured approach allowed him to take back control, winning the following three games in a calm and confident fashion. arnax took the W in a nail-biting game five, surviving with only a sliver of health left. However, staying composed in a closely fought game 6, Viggomopsen remained patient as the Ring of Fire enclosed and took First Blood, and the Red Bull Solo Q World Title.
Following the win, Viggomopsen said: “I think I really screwed up a lot, I should have won the matchup quite easily but I kinda panicked a couple of times. But thankfully the pick was too strong late game, so even though I was really nervous and really stressed out I still got it.”
Speaking on Red Bull Solo Q, runner up arnax said: “The experience overall was great. I just took it one game at a time, I wanted to not come last place so going top two is great for me. I like all the guys, I’m really great friends with them all right now, so it’s been great.”
The show stopping final act of the renowned amateur circuit, Red Bull Solo Q features 1v1 duels where the player must draw “First Blood,” take down the opponent’s tower, or reach a 100-minion score to claim victory. Having run for a number of years, the tournament has seen multiple heartwarming success stories of amateurs competing in the tournament, and then progressing on to greater League of Legends success.
Powered by WPeMatico
Gaming
SPRIBE Drops Aviator Challenges

The world’s number one crash game gets even more thrilling with the addition of Missions, Races and Tournaments
SPRIBE, the award-winning developer behind the original crash game, Aviator, has added another tool to the box with the launch of Challenges, bringing even more excitement, entertainment and competition to the experience.
Aviator Challenges allows operators to launch Missions, Races and Tournaments, forging an additional competitive layer and even more social interaction, while providing a fresh way for players to engage with the game, which is now played by more than 60 million people per month.
Missions see players complete a task before a set deadline, while Races are similar but with a limited prize pool up for grabs, creating a strong sense of FOMO while helping operators control promo budgets. Tournaments then take the classic and well-loved format.
SPRIBE gives operators full control over creating and running Aviator Challenges, and they can choose the type, timing, prize, names, descriptions, colours, and tasks for deep personalisation and granular localisation.
Aviator Challenges has debuted with operators in Africa and will be rolled out globally over the coming weeks and months. This will be followed by the launch of regional tournaments, which again will debut in Africa before being made available internationally.
The launch of Challenges will drive even greater engagement with Aviator, which currently sees players place more than 400,000 bets per minute across 5,500+ online casinos and sportsbooks worldwide.
Giorgi Tsutskiridze, CCO at SPRIBE, said: “Challenges take the Aviator experience to a whole other level for both players and operators.
“Those that have already embraced Challenges have seen an immediate, positive impact on player behaviour across core KPIs such as retention and bet numbers per player.
“To get the most out of Challenges, operators do need to be creative, especially when it comes to marketing support, segmentation, prize zones, rewards and tasks.
“But we have ensured Challenges have the flexibility to do this and a whole lot more.
“Aviator is already the number one crash game in the world with more than 60 million players a month, but with Challenges, we expect that number to climb ever higher.”
The post SPRIBE Drops Aviator Challenges appeared first on European Gaming Industry News.
Gaming
Record Revenue with Mobile Games in Germany

The use of the smartphone and tablet for playing video games reached new heights in Germany in 2024. Sales revenue generated with mobile games reached the 3-billion-euro mark for the first time, up from around 2.9 billion euros in 2023. Mobile games thus continued their success story: their revenue has grown 63% since 2019 in Germany. These are the figures released by game – The German Games Industry Association, based on data collected by the market research company data.ai. A total of 24.3 million people in Germany play mobile games. Although this represents a slight drop of 300,000 from the previous year, mobile games enjoy unabated popularity. Accordingly, the smartphone has been the most used gaming platform in Germany for years now.
“Through their accessibility and variety, games for the smartphone and tablet inspire millions of people to play video games – young and old, men and women. This has not only resulted in a strong increase in revenue with mobile games in just a few years but also made the smartphone the most used gaming platform,” said Felix Falk, Managing Director of game – The German Games Industry Association.
In Germany, nearly all sales revenue generated with mobile games, or 98%, comes through in-app purchases. Most games for smartphones und tablets are offered on a free-to-play basis. Players may then opt to pay for additional content, such as levels or cosmetic features, in the form of in-app purchases. Around 57 million euros in sales is generated with online gaming services on smartphones and tablets. This includes subscription services like Apple Arcade and Google Play Pass, which for a fixed monthly rate give players access to a wide selection of mobile games that they would otherwise have to buy separately. Individual game app purchases resulted in just 4 million euros in revenue in 2024. Since 2019, revenue from game app purchases has seen a sharp decline of 69%, which can be attributed to the growing popularity of free-to-play mobile games.
After attaining unprecedented heights in recent years, the German games market saw a dip in its growth trajectory in 2024. Last year, sales revenue from games, gaming hardware and online gaming services in Germany totalled 9.4 billion euros – a 6% drop from the year before. This downturn was especially pronounced in purchases of games for PCs, consoles and smartphones (−17%, to 921 million euros), as well as in hardware purchases (−10%, to 2.9 billion euros). Running counter to the overall market trend, revenue from online gaming services saw a double-digit increase, rising 12% from the level of 2023, to 965 million euros. Players who use the smartphone and tablet are 39.2 years old on average – closely corresponding to the average age of 39.5 years among all video game players in the country. And mobile games are equally popular with young and old: while 10- to 19-year-olds comprise the largest share of game app users (22%), about every seventh mobile game player (15%) is over 60 years old. At 53%, a majority of mobile players are female; 47% are male.
The post Record Revenue with Mobile Games in Germany appeared first on European Gaming Industry News.
Gaming
RedOctane Games Launches: A New Studio Dedicated to Rhythm Gaming Innovation

A fresh beat is about to drop in the world of music rhythm games. Today marks the official launch of RedOctane Games, a small but passionate studio founded by veterans of the rhythm game world, alongside exceptional new-generation developers, creators, and community leaders from the global rhythm gaming scene.
RedOctane Games is focused solely on advancing the rhythm game genre combining the past with the future and being driven forward hand in hand with this well-established and respected community of gamers. The team has been busy in pre-production over recent months and has now officially entered production on its debut rhythm-based title, which is expected to be announced later this year.
Heading up the studio is Simon Ebejer, a seasoned games industry leader who was the Production Director on several Guitar Hero titles during his time at Neversoft, later becoming Studio Head at Vicarious Visions and VP of Operations at Blizzard Entertainment, where he played a pivotal role in the organization and delivery of Diablo IV.
The RedOctane Games team includes creators and developers who helped create and scale Guitar Hero and DJ Hero nearly two decades ago, as well as proven emerging development talent and community leaders from across today’s rhythm gaming space. The studio is being built with the community from the ground up, ensuring that players are part of the creative journey from day one.
In addition, it has been announced that brothers Charles and Kai Huang will join a special advisory board for the company. Charles and Kai were the original founders of the Guitar Hero franchise back in 2005, having partnered with Harmonix Music Systems to launch the groundbreaking title that helped define a generation of rhythm gaming. Their involvement brings deep heritage and insight to the studio’s future direction.
“Rhythm games are about more than just gameplay they’re about feel, flow, and connection to the music and to each other,” said Simon Ebejer, Head of Studio. “RedOctane Games is our way of giving back to a genre that means so much to us, while pushing it forward in new and exciting directions.”
With community-built development at its core and a strong foundation of technical and creative talent, RedOctane Games is ready to deliver the next evolution in rhythm gaming.
The post RedOctane Games Launches: A New Studio Dedicated to Rhythm Gaming Innovation appeared first on Gaming and Gambling Industry in the Americas.
-
Australia6 days ago
AUSTRAC Launches Civil Penalty Proceedings Against Mounties
-
Dreidel7 days ago
Getting to know Dreidel
-
Joe Solosky6 days ago
NASCAR and nVenue, Bring Groundbreaking Live Probabilities to In-Season Challenge Broadcast for Fans Watching Live Racing
-
Brazil6 days ago
WA. Technology Receives GLI Certification in Brazil for Casino Aggregator Product
-
Esportes da Sorte6 days ago
Esportes da Sorte champions Responsible Gaming with strong internal culture and compliance focus
-
Balkans6 days ago
Over 70 Diamond King 4 Installations in Palms Bet Gaming Halls
-
Baltics6 days ago
SOFTSWISS Jackpot Aggregator Enters the Estonian Market
-
Community Mitigation Fund6 days ago
Massachusetts Gaming Commission Awards $22.8 Million in Grants from Community Mitigation Fund