Industry News
How much money do gamers REALLY spend?
The art of making money from video games has always been crucial to making them work. From coin-operated arcade games to cartridges and discs for consoles, getting the prices right has been key to make them successful and profitable. Today it’s all about in-game purchases, whether in mobile games or Massively Multiplayer Online (MMO) games like World of Warcraft, League of Legends or Fortnite.
They allow gamers to spend real money on virtual currency, special abilities, clothing, or even virtual vehicles and property and if they get it right, it can be incredibly lucrative. But how much does the average American gamer actually spend while playing MMOs?
The simple answer to that is $229, with the most common responses being between $51 and $100 while over a third of gamers had spent more than $500. As to what makes an average gamer, over 60% of people who responded to the survey were male, while the average age was 32 and the usual gaming time was three to six hours a day.
When it came to how they paid for their in-game purchases, MMO gamers were split closely between debit cards (36.2%) and credit cards (33.8%), with PayPal a distant third place. There was a clear difference between the genders in terms of how much money they spent on average, with male gamers spending $262 while female gamers spent only $177.
One of the most interesting results is what impact age has on how much money is spent by gamers. The peak age for spending is the 35-44 bracket, where disposable income and enthusiasm for gaming are both high, with the over 55s and 18-24s spending the least. The 13-17 age group were high spenders, though their parents wouldn’t need to be told that.
The top ten games for spending features many high profile franchises, as you might expect, with World of Warcraft, Call of Duty, Fortnite, Grand Theft Auto, Final Fantasy and Minecraft all popular. But one question remains – why do they spend the money? 68% told the survey that they made in-game purchases to remain competitive, with a huge 83.8% of the 35-44 age bracket agreeing with that statement. By comparison, the 13-17s largely disagreed, with 79.1% saying they didn’t spend to be competitive.
As MMOs get ever more popular and ever more sophisticated about how they convince gamers to part with their real world money to enhance their in-game experience, it will be fascinating to see how gamer spending evolves. How much do you spend while you’re playing video games?
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AI
Tugi Tark whitepaper puts AI iGaming support at €0.15 per ticket
Tugi Tark has released a 2026 whitepaper, The economics of AI-powered iGaming customer support, arguing that AI changes the unit economics of player support and can reduce costs compared with human-led operations.
The report cites “verified pricing” of EUR 0.15 per AI-handled ticket. It compares that with fully loaded employer costs for human support in Romania and Bulgaria of EUR 1.73 to EUR 1.88 per ticket. At a “realistic” 70% AI containment rate, the whitepaper claims a blended cost of about EUR 0.67 per ticket, which it describes as roughly a 64% reduction versus a human-only baseline of EUR 1.88.
Tugi Tark says its analysis draws on Eurostat 2024 labour cost data, published research on AI chatbot benchmarks, independent iGaming player behaviour research, and operational data from its own deployments. The company estimates operators can achieve a 55% to 75% reduction in total support expenditure, and argues AI can absorb volume spikes—such as during major sporting events—without additional hiring or training lag.
Harpo Lilja, founder and CEO of TUgi Tark, said: “In 2026, the ‘wait-and-see’ approach to AI is costing operators millions in unnecessary overhead. We aren’t just talking about chatbots; we’re talking about a fundamental shift in the unit economics of player retention.”
The whitepaper also frames customer support as a retention lever, stating that payment issues account for 52% of ticket volume and that slower response times drive churn. It claims a 0.5 percentage point churn reduction could retain an additional 500 players per month for a mid-sized operator, translating to €200,000 in annual revenue based on an assumed €400 Player Lifetime Value. Tugi Tark also claims AI agents average ~7 seconds for first response versus ~60 seconds for human agents, and outlines use cases across Responsible Gambling escalation, KYC/AML workflows, and GDPR-aligned data sovereignty.
The post Tugi Tark whitepaper puts AI iGaming support at €0.15 per ticket appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Game Development
Games Global outlines May slot roadmap with Snowborn, AreaVegas and Just For The Win
Games Global has published its May content roadmap, highlighting new slot releases from Snowborn Games, AreaVegas Games and Just For The Win, and a continued push to reuse established mechanics across its studio network.
The supplier said Area Link
and Power Combo
will feature prominently in May’s launches. AreaVegas Games’ Area Link
Chilli uses six chilli symbols above the reels tied to bonus modifiers that can trigger individually or together, including cash prizes and fixed jackpots, multipliers, instant collectors and value boosters.
Games Global also pointed to Just For The Win’s Bison Ridge Power Combo
, where Link&Win
is combined with Power Combo
to create what it described as a more varied bonus structure.
Snowborn Games’ Volcanic Fortune
is positioned around bonus modifiers such as collectors and multipliers, plus a Treasure Chest meter designed to build towards higher-value bonus outcomes.
David Reynolds, Director of Games Strategy and Partner Management at Games Global, said: “Our studios bring the craft, and May’s roadmap puts that on full display. It’s built around extending global franchises into new titles across our network, which is how we deliver breadth without compromising quality. The result is a pipeline that gives operators choice and players variety.”
The post Games Global outlines May slot roadmap with Snowborn, AreaVegas and Just For The Win appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
charity-lotteries
ZEAL posts 6% Q1 2026 revenue growth as EBITDA dips on investment spend
ZEAL Network SE reported higher first-quarter 2026 revenue despite what it described as a weak jackpot environment, while profitability softened as the company increased investment. Revenue rose 6% year-on-year to €54.3 million (2025: €51.1 million). EBITDA fell to €15.5 million from €17.7 million.
“The first quarter of 2026 shows that we are consistently executing our strategy even in a weak jackpot environment: our core business is growing, and we have continued to invest in diversifying our business model,” says Andrea Behrendt, CFO of ZEAL. “Through targeted investments in new charity lotteries such as the Dream Car Raffle, we are laying the foundation for sustainable growth that is less dependent on jackpot cycles. The slightly lower EBITDA compared to the previous year is primarily a reflection of these measures.”
In the core lottery segment, ZEAL said average monthly active users increased 5% to 1,575 thousand (2025: 1,507 thousand), while new registrations climbed 11% to 274 thousand (2025: 247 thousand). Lottery billings edged up 1% to €268.0 million (2025: €264.7 million). The lottery gross margin improved to 17.8% (2025: 17.1%), with lottery revenue up 5% to €48.7 million (2025: €46.3 million).
ZEAL also used Q1 to prepare a new in-house charity lottery product. The company said it launched the Traumautoverlosung (English name: Dream Car Raffle) on 14 April 2026, its third charity lottery in Germany after freiheit+ and the Dream House Raffle.
In Games, ZEAL reported revenue up 14% to €3.9 million (2025: €3.4 million) after expanding its B2C portfolio to more than 740 titles. ZEAL said higher marketing costs (+13%) and personnel expenses (+21%) reflected continued investment in scaling charity lotteries and Games alongside the core lottery business.
The post ZEAL posts 6% Q1 2026 revenue growth as EBITDA dips on investment spend appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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