Gaming
KINETIX ANNOUNCES PUBLIC LAUNCH OF EMOTE INFRASTRUCTURE FOR VIDEO GAMES AND VIRTUAL WORLDS
Kinetix, the AI startup powering emotes in video games and virtual worlds, today announces the public release of its pioneering Emote Infrastructure. All games and virtual worlds made with Unity can now increase their engagement and open up new revenue streams through an Emote SDK which is compatible with Windows, iOS and Android.
Players use emotes to socialize and express themselves in 3D gaming content. Animations that express emotion have been used in MMO games for more than two decades, but user demand for emotes has skyrocketed after their viral success in Fortnite Battle Royale. A recent report from non-profit research organization Blockchain Research Lab found that 74% of players of games and virtual worlds such as PUBG and Roblox use emotes in games, while 22% do so every time they play.
Meeting this demand has typically required specialist 3D animation skills and emotes that are hard coded into individual games, making it difficult for developers to keep up. In creating emotes that fit seamlessly into almost any virtual environment, the Kinetix Emote Infrastructure mirrors the approach of Ready Player Me which has revolutionized avatar creation by enabling a consistent visual identity across games and virtual worlds. With the free Kinetix SDK, developers can integrate and monetise a growing, cloud-based library of emotes which already numbers more than 1,000 – all of which are compatible with their games’ avatars, visual style and UI.
Through a plug and play approach which allows developers to activate the features they need, developers can select which emotes they want to offer players, integrate the fully customizable Kinetix emote wheel, hotkeys, contextual emotes, and even enable gamers to create their own in-game emotes via a web app which uses the Kinetix Studio’s generative AI technology to convert videos to 3D animations. This means games can respond instantly to changing viral trends and refresh their in-game shops regularly, while the Emote Catalog will also offer access to official collections of emotes from leading brands and IPs.
Following a successful beta, the Kinetix SDK is live or currently being integrated in more than 10 games and virtual worlds including ZEPETO, The Sandbox, Amber Metaverse, and Next Dancer.
Yassine Tahi, CEO and Co-founder of Kinetix, commented:
“In our era of live-service games and user-generated content, the value of an infinite stream of engaging content is beyond doubt. Emotes are an increasingly vital part of this as users demand ways to express themselves in-game. As we make our emotes infrastructure publicly available to all Unity games, I’m extremely proud of our team’s technical feats in optimizing it for developers. From cloud hosting to P2P networking and optimized file sizes, we’ve covered all bases to make sure games can increase their engagement and revenue with ease and with no impact on performance.”
In April 2023, Kinetix announced the launch of its ‘Text2Emotes’, generative AI technology that enables anyone to create emotes with a simple text prompt. Text2Emotes will be integrated into the Kinetix SDK later this year. Since being founded in 2020, Kinetix has raised a total of $12.5 million in seed funding from investors including Adam Ghobarah, founder of Top Harvest Capital, Sparkle Ventures, and multiple virtual world platforms and entrepreneurs.
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Adam Smart Director of Product Gaming at AppsFlyer
AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out
State of Gaming for Marketers 2026 reveals how AI-driven scale, global UA spend, and China-based publishers are reshaping mobile gaming competition
AppsFlyer, the Modern Marketing Cloud, today released the State of Gaming for Marketers 2026, an in-depth analysis of how AI, creative scale, and rising paid pressure reshaped mobile gaming marketing in 2025. Drawing on AppsFlyer data, the report examines how studios adapted as marketing activity expanded faster than player attention.
In 2025, AI-enabled production coincided with a sharp increase in advertising across iOS and Android. Creative output scaled rapidly across all spending tiers, with top gaming advertisers producing between 2,400 and 2,600 creative variations per quarter, up 25–30% YoY. That expansion increased pressure on paid acquisition channels. Paid install share rose 10% YoY across iOS and Android, while ad impressions increased 20%, indicating a significant rise in the number of ads competing for the same pool of players. To manage rising marketing volume and fragmentation, AI-enabled tools became a common part of daily workflows with 46% of AI assistant queries focused on reporting and performance breakdowns, reflecting the need for faster visibility as data volumes grew.
“AI has dramatically increased the speed and volume at which games and marketing assets reach the market,” says Adam Smart, Director of Product, Gaming at AppsFlyer. “The result is not a shortage of creativity, but a surplus of it. As paid activity and creative supply expand faster than player attention, marketing success depends on how effectively teams can measure, interpret, and act on an increasing volume of fragmented signals.”
Additional key insights from the State of Gaming for Marketers 2026
- Global gaming app UA spend reached $25B in 2025. Midcore UA spend increased 28% YoY on iOS, while Android spend remained largely flat.
● China-headquartered publishers increased their share of global gaming UA spend. Their share grew by 26% YoY in the UK, and 22% globally, with gains strongest on Android.
● iOS paid installs reached record highs. Share in the UK rose across Casino (+13%), Hypercasual (+10%), and Midcore (+30%).
● iOS advertisers expanded media mix to find incremental scale. iOS gaming advertisers increased the number of media sources they used by up to 15% YoY, reflecting growing fragmentation and the need to diversify beyond core channels.
● AI is still used primarily to manage marketing scale, not strategy. With 46% of AI assistant queries focused on reporting and performance breakdowns, teams are using AI to keep pace with rising data volumes rather than replace decision-making, but some genres are already employing more complex tasks and asks.
Methodology
AppsFlyer’s State of Gaming for Marketers 2026 is based on anonymized, aggregated data from 9.6 thousand gaming apps worldwide, analyzing 24.8 billion total installs, including 14.1 billion paid installs, alongside ad spend, creative production, monetization, AI-assisted workflows, and media source usage across iOS and Android during 2025.
The full report is available at: appsflyer.com/resources/reports/gaming-marketers/
The post AppsFlyer State of Gaming Report: AI Is Flooding Mobile Gaming Marketing Channels and Raising the Cost of Standing Out appeared first on Americas iGaming & Sports Betting News.
Arena Racing Company
Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License
Arena Racing Company (ARC) has been granted a Gaming-Related Vendor license from the United Arab Emirates’ General Commercial Gaming Authority (GCGRA), an independent entity of the UAE Federal Government with exclusive jurisdiction to regulate, license, and supervise all commercial gaming activities.
The license, operational with immediate effect, affords ARC the opportunity to provide its products and services to licensed operators in the region. Notably, the Racing1 Markets service, an all-in-one horse and greyhound racing solution delivered in conjunction with Racing1 alliance media rights partners at 1/ST CONTENT, Racecourse Media Group (RMG), and Tabcorp, alongside technical partner Pythia Sports. ARC has been added to the list of licensed vendors as per the GCGRA website.
Jack Whitaker, Commercial Manager at ARC, said: “Obtaining this license is a great achievement for ARC and its Racing1 partners. The emerging regulated UAE market is incredibly exciting, and we look forward to showcasing our innovative products and services in the region.”
The post Arena Racing Company awarded United Arab Emirates Gaming-Related Vendor License appeared first on Gaming and Gambling Industry Newsroom.
Battle of the Tribes
POLYTOPIA WORLD CHAMPIONSHIP 2025 BREAKS RECORD PARTICIPATION AS FINALS DRAW CLOSER
Reading Time: 2 minutes
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
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Part 2: Qualifiers Wrap-Up – Oumaji Hoodrick Yadakk & Quetzali – World Champoinship 2025
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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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