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Pasha, NEO, Edward, HeatoN, kennyS and Maikelele announced as captains for the upcoming Kinguin Legends CS:GO tournament

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Kinguin is today unveiling further details of its upcoming CS:GO tournament, Kinguin Legends. Kinguin Legends is an entertainment-first focused event that will see six CS:GO stars return to competitive play once again and create a captivating event full of nostalgia along with an exciting experience for all CS:GO fans to enjoy.

The “Legends” will battle it out for a share of the €50,000 prize pool and for the right to call themselves the first Kinguin Legends Champion!

Each captain will recruit players, friends, and pros to join them as they gear up to re-enter competitive CS:GO in the hope of emerging as champion. Tournament rules will be modified to highlight legendary captains and their old rivals. A custom designed Kinguin Legends 1v1 map has been exclusively created for the tournament. The only rule for all teams is that the average age of all five players must be 26 or over. The tournament kicks off on September 13th and will run until September 18, with teams playing through an initial round-robin tournament format followed by a best-of-three play-offs to determine who comes out on top.

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The captains of the event are led by a group of legendary Counter-Strike players including:

  • Jarosław “pashaBiceps” Jarząbkowski, Polish legend, mostly known from the Golden Five. He has won many significant tournaments with Virtus Pro including winning and MVP of EMS One Katowice 2014, DreamHack Open Bucharest 2016 and Intel Extreme Masters VI. Pasha was ranked the 3rd best player of 2014 by HLTV.

  • Filip “NEO” Kubski, Polish legend, also known from the Golden Five. He has won many significant tournaments with Virtus Pro including ELEAGUE Season 1, ESL Major Series One Katowice 2014 and Intel Extreme Masters VI. NEO was ranked the best player of 2011 by HLTV, rated the best CS 1.6 player of all time by 12up and voted ‘Player of the Decade’ (2000’s) by HLTV users.

  • Ioann “Edward” Sukhariev, Ukrainian legend and veteran with a long career at NAVI. He was the trophy bearer for the IEM Katowice 2022 and was ranked the 5th best player of 2010 by HLTV for CS 1.6.

  • Emil “HeatoN” Christensen, Swedish legend, best known for his career at Ninjas in Pyjamas and SK Gaming winning multiple CPL tournaments and becoming the first person inducted into the Esports Hall of Fame at ESL One: Cologne 2016. HeatoN was rated one of the best CS 1.6 players of all time by 12up.

  • Mikail “Maikelele” Bill, Swedish legend, known for his career at teams including Team Kinguin, Ninjas in Pyjamas and Godsent. He has won multiple tournaments at Assembly Winter 2015 and WePlay! Forge of Masters Season 2 while coming 2nd at one of the biggest tournaments of 2016 at DreamHack Winter. Maikelele was the creator of the first international superteam in CS:GO history with Team Kinguin.

  • Kenny “kennyS” Schrub, French legend, best known for his career at Team EnVyUs and G2 Esports winning multiple tournaments including DreamHack Open Cluj-Napoca 2015, World Electronic Sports Games 2016 and ESL Pro League Season 5. “kennyS” was named “Esports Player of the Year” at The Game Awards 2015.

The online stage of the tournament (13-15th September) will be casted by Mamoon “TeaTime” Sabri, Travis “TravCS” Landaw Mott, Harvey “Skriv” Rodgers and Michael “YouM3” Cassidy. James Banks will be hosting the casting team for the finals (17-18th of September) and will be joined by Jack “Jacky” Peters and Davis “DAVEY” Stafford. Accompanying the team will be Halvor “Vendetta” Gulestøl and Dominik “Neo” Dąbrowski from the analysis desk. Meanwhile, the Polish stream will be hosted by Filip “Testree” Mątkowski. Other guest appearances are expected from Counter-Strike personalities to help relive old moments and bring some entertaining ribbing to the legends.

Viktor Romaniuk Wanli, Founder and Creative Director at Kinguin said: “I am delighted to be welcoming such iconic players to Kinguin Legends to create an exciting entertainment event, with new stories for fans to watch and enjoy. Kinguin has a deep-rooted passion for esports and we hope that Kinguin Legends CS:GO will be our first step to creating a long lasting and fully-loaded entertainment experience for fans all over the world. To have kKennyS, Pasha, Edward, Neo and Maikelele playing against each other again is mind blowing! I recall HeatoN as the ultimate Counter-Strike player back in my early involvement with esports since CPL. It’s unbelievable that I may see him play to win again! We have big ambitions with Kinguin Legends and will be bringing more exciting esports events to our community in the future.”

Kinguin Legends Captain and ex-CS:GO professional “pashaBiceps” Jarosław Jarząbkowski said: “I am very happy to be able to participate in the Kinguin Legends project. This is a great initiative that will definitely allow us to feel the emotions associated with the great CS:GO scene again. I’m looking forward to the duels with NEO, Edward, HeatoN, kennyS and Maikelele. It will be a great show!”

For this tournament, Kinguin is partnering with the CS:GO matchmaking portal, Esportal, who will be hosting the Kinguin Legends streams on its front page as the official technology partner.

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Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions

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Wargaming, a leading game developer, teamed up with SplitMetrics, an app growth solutions company, to boost conversion rates with seasonal Christmas-themed screenshots for the launch of its game World of Warships: Legends.
Coinciding with the game’s soft launch in Brazil, the Philippines, Canada, and France ahead of the Christmas holidays, Wargaming wanted to capitalise on the seasonality effect to influence its app engagement without advertising.
By working with SplitMetrics Agency, a leading mobile growth agency, Wargaming increased conversions by an average of 15% on iOS across App Store storefronts in Canada, the Philippines and France. Canada experienced the highest conversion rate increase with 31.45%, followed by the Philippines (9.61%) and France (3.44%). On Android, the Brazilian Google Play storefront experienced the highest conversion rate increase with 6.68%.
SplitMetrics Agency focused on A/B testing as its core strategy. The agency optimised visual assets, analysed performance and tested various creative hypotheses. Using SplitMetrics Optimize, the agency’s experts ran experiments to identify the best-performing illustrations for both the App Store and Google Play product pages.
A key hypothesis tested during this project was whether tailoring visuals to each region during Christmas would have an impact. For France and Canada, the images were adjusted to include a winter theme featuring snow, fireworks and a Christmas tree. For the Philippines, the agency used white ribbons, a local Christmas tradition, along with fireworks and ornaments displaying the country’s flag. And for Brazil, fireworks and ornaments decorated with the Brazilian flag.
During this testing period, there were no in-app events or paid user acquisition campaigns, allowing the performance changes to be directly attributed to the updated screenshots.
Thomas Kriebernegg, General Manager, SplitMetrics Agency, said: “Christmas is one of the main calendar events that app marketers need to prepare for, especially in the gaming category.
“The World of Warships: Legends case study is a great example of how seasonality can significantly impact your app’s performance and give you a boost in users. And this can be achieved without an advertising budget. It can all be done organically when you have the right calendar event, great graphics and A/B testing.
“As in the case of the Wargaming game, a comprehensive analysis and testing strategy increased its conversion rate by an average 15% across three markets.
“It is essential that app marketers forward-plan for any relevant calendar events. It’s also important to note that Christmas may not be relevant for every app but if you’re unsure you can always try A/B testing to see what works. And keep optimising.”

The post Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions appeared first on European Gaming Industry News.

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Nolimit City revisits the brutal factory life in Outsourced: Slash Game

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Nolimit City takes you back to the grind with its latest release, Outsourced: Slash Game. For those who thought their consumerist cravings were a safe indulgence, think again. Following in the footsteps of Outsourced, this new addition pulls back the curtain on the sweat and sacrifice lurking behind those everyday luxuries—this time with a dash of danger. Outsourced: Slash Game is the studio’s second venture into crash-style gameplay, the first being xCrash™ in Skate or Die – but this time it’s a standalone crash game!

In Slash Game, players have to make some cutthroat decisions as a laser traces the outline of their hand, increasing the multiplier with every pass. Players hit “stop” to cash out, locking in the multiplier when they feel the timing is right. After which, they will be shown the potential winnings if they wouldn’t have stopped. But here’s the catch: if players hesitate a second too long and the laser slips, all the winnings are lost. A live scoreboard displays the Top Win, Top Miss and Last Round, so that players can keep track of their previous rounds.

Outsourced: Slash Game is not a familiar Nolimit City slot to some players but could cause some excitement with an increasing multiplier and a maximum payout of 1,500x the base bet. Outsourced: Slash Game, unlike Nolimit City’s high-volatility slots, is rated as ‘Medium Volatility’ but don’t let that fool you as it still includes the risk of losing your hand.

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Per Lindheimer, Head of Product at Nolimit City, said: “Get back to work, will you? We’re bringing players back to the unrelenting factory floor of Outsourced with an all-new twist. Slash Game is a standalone take on our crash-style games, and it’s packed with plenty of heart-stopping moments (and maybe a few hand-stopping ones, too). We’re thrilled with how it turned out and we hope that our fans will be too!“

‘Outsourced: Slash Game’ will be available to all Nolimit City partners on November 5th, 2024.

The post Nolimit City revisits the brutal factory life in Outsourced: Slash Game appeared first on European Gaming Industry News.

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The mobile gaming market is growing and attracting new companies. GAMIVO is the latest example

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Usually, consoles and PCs come to mind when discussing the gaming industry. The mobile sector is often treated as a child of a lesser god, even though it generates almost as much revenue as console and PC combined. Some companies can see this potential. For instance, the e-commerce platform GAMIVO has recently entered the mobile market, allowing players to buy in-game items cheaper.

Back on course

The entire video game industry has evolved incredibly, but the most spectacular has been the growth of the mobile sector. It expanded from 36.9 million dollars in 2016 to 93.2 billion in 2021. Unfortunately, the gaming market suffered from a decline that stemmed from the overoptimism of the pandemic era. As a result, the mobile gaming industry revenues dropped to 92.2 billion in 2022 and to 90.5 billion in 2023. Recent information has indicated this was a necessary correction rather than a long-term trend.

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The latest Newzoo report, issued in August 2024, shows that the industry is on the right track again. According to analysts, the mobile sector will generate revenues of $92.6 billion, representing +3.0% growth year-on-year. It’s nearly half of the entire gaming industry.

Billions of players

Revenues are crucial, but they only show part of the story. To fully understand the size and potential of mobile gaming, it’s necessary to consider the number of players, which constantly grew even when revenues dropped. Newzoo estimates that it will reach 2.8 billion in 2024. It means that almost twice as many people play on mobile devices than on PCs and consoles combined. Currently, every third person on Earth plays on mobile devices, and there’s still space for further growth.

“There are emerging markets where smartphones and mobile networks can expand, providing new potential players. Furthermore, this type of entertainment has a low entry barrier because most popular games are free and don’t require high-end devices,” explains Mateusz Śmieżewski, the CEO at GAMIVO.

One hobby, different habits

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GAMIVO is an example of a company that has recently joined the party to get a piece of the mobile pie. “We examined the mobile market for a very long time, trying to find a suitable place for us. It’s essential to understand that mobile gaming and mobile gamers differ from their PC or console counterparts. You can’t do the same things you do with PC and consoles and hope to replicate your success,” said Mateusz Śmieżewski.

Studies confirm this observation. Average PC and console players spend about 2.1 hours a day in virtual worlds. It’s half an hour more than mobile gamers. However, things get interesting when we take a look at playtime per week, which is the same for mobile and console (5.4 hours) and slightly longer for PC (5.7 hours). Moreover, typical PC and console owners play 2.6 and 2.7 days a week, respectively, while mobile players play 3.4 days per week.

Those statistics prove that PC and console players are more dedicated, spending more time in games’ worlds once they enter them. However, mobile gamers prefer shorter but more frequent sessions. They play while commuting or have a short amount of free time.

“Mobile players are more willing to uninstall games and give another title a chance. Hence, the gameplay has to be captivating and designed to provide quick but intense sessions.

Furthermore, even though the average weekly playtime is identical to PC players, many mobile players don’t think of themselves as gamers,” clarifies Mateusz Śmieżewski.

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Another major difference regards the way in which revenue is generated. PC and console games traditionally represent the premium model, where players buy the game. Most popular mobile releases are free and generate revenue with microtransactions. Almost all titles allow players to spend their real money on virtual coins, crystals, and other items that can be used to unlock additional content or reduce cooldowns.

Entering the mobile market

Those contrasts and nuances scare most companies from the mobile market. Let’s see how GAMIVO has coped with this.

“We decided to launch a new product category dedicated to mobile gamers. Our model allows them to top up in-game accounts cheaply. As a result, they can save up to 30% on buying virtual items, upgrades, and other content. The GAMIVO offer includes the most popular mobile titles, such as Genshin Impact and PUBG Mobile, and still extends,” describes Mateusz Śmieżewski.

“We dedicated a lot of time to research and analyses. Also, the development process required a lot of work to provide GAMIVO customers with safe transactions and a user-friendly environment. The first reactions are very positive, confirming our belief that our decision was right and there is still more space in the mobile game market,” concludes the GAMIVO CEO.

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