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3 in 10 Brits Have Skipped a Shower or a Meal to Play Video Games in Lockdown

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More Brits than ever played video games last year to beat the boredom of staying home, and our third lockdown in 2021 has seen the trend gain even more traction. With games being released on more platforms, and more genres than ever now is an excellent time to be a gamer!

Fresh Student Living took a deep dive into the gaming industry in the UK to see just what an impact Covid has had on gaming.

More than four in ten UK gamers say they’ve been gaming more during the COVID-19 outbreak (43%). Plus, UK gamers now make up over two thirds of the population (67%); six in ten of this group say they play mobile games (52%); a quarter PC games (25%); and three in ten console games (28%).

When the pandemic first put a stop to everyday life, the gaming world expanded with regular players putting in even more time, and new people joining the trend to connect with friends, kill time and indulge in much-needed escapism. As more people picked up controllers, the UK gaming population exploded by a whopping 63%! People reported feeling happier and calmer, with a higher sense of freedom, thanks to how immersive the best video games are.

The Average Gamer Spent the Equivalent of 39 Days Playing Last Year

Games like FIFA 21, Call of Duty, Animal Crossing and Last of Us were some of the most played games of 2020, with 3 in 10 people skipping showers and meals to play uninterrupted. Almost 6 in 10 Brits also admit to losing sleep due to gaming sessions.

Pre lockdown, the average gamer spent around 13 hours a week playing their favourites. This increased by 5 hours during lockdown with Brits spending 18 hours or more exploring new worlds online – that’s equivalent to 39 whole days spent gaming!

The average gamer usually sets aside a conservative 1-3 hours to play, but in the UK, at least 3% of the population confesses to playing for 15 hours or more in one sitting.

What Video Games is Everyone Playing?

Most Played Video Games of 2020 According to Units Sold

FIFA 21 dominated in 2020 as one of the most anticipated games in the UK, with around 14 games selling per second in the UK last year.

  1. FIFA 21 (2.18 million)
  2. Call of Duty: Black Ops Cold War (1.4 million)
  3. Grand Theft Auto 5 (1.1 million)
  4. Animal Crossing: New Horizons (800,000)
  5. Assassin’s Creed Valhalla (660,000)
  6. The Last of Us Part II (530,000)
  7. NBA 2K20 (480,000)
  8. Tom Clancy’s Rainbow Six Siege (430,000)

More Brits Are Hooked on Video Games

Lockdown has given us all more time to kill, and today the split between male and female video gamers is strictly 50-50. In the UK, 54% of men and women play a game most days, lowering stress and connecting with others being two of the primary motivators.

Multiplayer Games Keep us Connected

With time to kill and social distancing in effect for most of last year, multiplayer games’ popularity soared as more people jumped online to chat and connect. Even ex-gamers again picked up their controllers to join online communities playing games like Call of Duty, Animal Crossing or Fortnite.

Unsurprisingly, lockdown saw most Brits opt for action-packed and interactive genres, with most gamers choosing fighting, action and huge multiplayer Battle Royale games with lots of other players!

Most played genres in 2020

  • Fighting – 81%
  • Action – 79%
  • Massively multiplayer online games – 78%
  • Multiplayer online battle arena games – 75%

The Rise of Covideogamers in 2021

Lockdown has massively changed the gaming community across the world. In the UK, younger gamers spend loads of time playing while self-isolating and spend around two hours a month watching other people play online – a pastime that has increased since lockdown began.

The pandemic has also created a whole new subgenre of gamers known as Covideogamers, who exclusively started gaming during lockdown. Compared to 36% of existing gamers between the ages of 18 – 34, Covideogamers now make up 46% of the population in the same age group – 35% of these new gamers have also admitted it’s so relaxing and stress-relieving, they’re going to start playing more, long after lockdown ends!

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Xpoint gains Massachusetts vendor license as North American expansion accelerates

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Xpoint, a leading geolocation and compliance technology company, has officially secured a vendor license to enter the regulated sports betting market in Massachusetts. The approval marks another strategic milestone in the company’s accelerating North American expansion, reinforcing its role as a core provider of gaming infrastructure.

Xpoint’s geolocation solution is now available to operators across the Bay State, delivering high-precision tools designed to ensure player activity remains fully compliant with the strict regulatory framework established by the Massachusetts Gaming Commission.

With Massachusetts added to its portfolio, Xpoint is now authorized to support regulated online sports wagering across 28 states and territories, as well as Ontario in Canada.

The license follows a period of sustained global expansion, including recent market entries in Missouri, Brazil, and the United Arab Emirates.

Built specifically for the gaming industry, Xpoint’s platform uses advanced geofencing technology to deliver precise location verification. By leveraging multiple data points, the system helps prevent wagers from unauthorized jurisdictions while identifying suspicious activity in real time.

The company’s platform development has also been supported by a recent investment round aimed at accelerating growth and enhancing product capabilities.

Manu Gambhir, CEO of Xpoint, said: “Securing our license in Massachusetts is a vital step as we continue to make strides in the geolocation space. Massachusetts has a passionate sports culture and a sophisticated regulatory framework, and we are excited to provide the precision technology necessary to maintain the integrity of the state’s sports betting ecosystem.

“Our growth into the Bay State demonstrates our team’s ability to navigate complex regulatory landscapes quickly and efficiently. This expansion underscores the global demand for more innovative and adaptable compliance solutions, and we remain committed to being the most reliable partner for regulated operators worldwide.”

The post Xpoint gains Massachusetts vendor license as North American expansion accelerates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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NODWIN Gaming’s VALORANT Challengers South Asia 2026 Set for Broadcast Kickoff; Registrations Close March 4

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With registrations entering their final phase, NODWIN Gaming, in partnership with Riot Games, is set to kick off the broadcast phase of VALORANT Challengers South Asia (VCSA) 2026, marking the start of another high-stakes competitive season in the region.

The official VCSA 2026 broadcast will stream live on the NODWIN Gaming and Valorant Esports South Asia YouTube channels, bringing fans across South Asia closer to the region’s top VALORANT talent as teams begin their Split 1 campaigns.

Registrations for Split 1 remain open until March 4, 2026, inviting eligible teams across South Asia to compete in the region’s premier VALORANT circuit—the official pathway for teams aiming to reach the VCT Last Chance Qualifier (LCQ).

Register here: https://bit.ly/VCSA2026

Season Overview

The 2026 season introduces a refined multi-stage competitive structure, featuring Open Qualifiers, two Splits, Promotion & Relegation, and a culminating Grand Final to crown the regional champions.

Key Dates – Split 1

  • Registration Window: Till March 4, 2026

  • Open Qualifiers: March 7 – March 11, 2026

  • Split 1 Broadcast Begins: March 16, 2026

  • Split 1 Playoffs: April 8 – 9, 2026

Eligibility Requirements

  • Minimum Rank: Immortal 1 and above (V25 Act 6)

  • Regions: India, Bangladesh, Sri Lanka, Nepal, Bhutan, Afghanistan & Maldives

  • Premier Team Seeding: Based on V25 Acts 4, 5 & 6

Tournament Structure Overview

Open Qualifiers & Playoffs

The competition begins with an open circuit designed to spotlight emerging talent across South Asia.

Open Qualifiers

  • Single Elimination

  • Best-of-Three (Bo3)

  • Top 10 teams advance to OQ Playoffs

OQ Playoffs

  • Double Elimination

  • Bo3

  • Top 5 teams qualify for Split 1

The top three teams from VCSA 2025 receive direct invitations to Split 1.

Split 1

Team Composition

  • 5 teams from OQ Playoffs

  • 3 direct invite teams

  • Total: 8 teams

Format

  • Single Round Robin

  • Bo3

  • 28 matches across 14 match days

Advancement

  • Top 6 teams advance to Split 2

  • Bottom 2 teams move to Promotion & Relegation

Split 2 & Grand Finals

Split 2 will feature eight teams competing in a single round robin format. The top four will advance to the Playoff Stage, where a single-elimination bracket (Bo3, Bo5 Grand Final) will determine the VALORANT Challengers South Asia 2026 champions.

Game Changers South Asia 2026

Running alongside the main circuit, Game Changers South Asia 2026 will feature two competitive splits with open qualifiers, reinforcing inclusive growth within the region’s VALORANT ecosystem. The winner of Split 2 will advance to the Game Changers Pacific Stage.

Building on a Landmark 2025 Season

VCSA 2026 follows a record-breaking 2025 edition, where Velocity Gaming secured the VCT Ascension Pacific slot after a dominant 3–1 Grand Final victory over S8UL at the Ascension Qualifiers LAN.

The 2025 season recorded over 12 million views and peaked at 50,000+ concurrent viewers, cementing VCSA’s position as one of South Asia’s most-watched VALORANT tournaments.

With viewership at an all-time high and competitive standards rising, the 2026 season promises even greater intensity.

From the Organizers

Gautam Virk, Co-Founder & CEO, NODWIN Gaming, said:
“As we head into the broadcast phase of VCSA 2026, the excitement across the ecosystem is palpable. This circuit represents the pinnacle of competitive VALORANT in South Asia, and our structured pathway ensures that every team from open qualifiers to grand finalists earns their position through performance. After the incredible momentum of last season, we are confident that 2026 will further elevate the region’s competitive standard.”

Sukamal Pegu, Head of Esports India and South Asia, Riot Games, added:
“Competing in VCSA continues to be one of the most defining experiences for teams in South Asia. The level of competition, the scale of production, and the passion of the community make this circuit truly special. With the new season underway and the clear path connecting Tier-2 to Tier-1 already announced, we’re excited to see both established rosters and emerging contenders raise the bar even higher.”

With broadcasts set to begin and registrations closing soon, the road to VALORANT Challengers South Asia 2026 is officially underway. Teams across the region are invited to step forward and shape the next chapter of South Asian VALORANT.

The post NODWIN Gaming’s VALORANT Challengers South Asia 2026 Set for Broadcast Kickoff; Registrations Close March 4 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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DEGEN Studios adds commercial firepower with Adam Miles

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DEGEN Studios has appointed Adam Miles as Director of Sales, accelerating its commercial engine as the studio pushes further into global markets.

Adam joins DEGEN with extensive experience across the iGaming industry, specialising in business development, account management and strategic partnership growth. Most recently, he served as Head of Sales at BetGames, where he led commercial strategy, built high-performing teams and strengthened operator relationships across key territories. Prior to that, he held a senior Business Development role at ARRISE, a global leader in software development and services for the iGaming industry.

In his new role, Adam will lead DEGEN’s global sales strategy, focusing on expanding distribution, deepening operator partnerships and ensuring the studio’s high-volatility, identity-led portfolio reaches the right audiences.

Adam joins at a time of momentum for DEGEN, with new titles launching and the recently unveiled DEGEN Powered initiative broadening the studio’s collaborative ecosystem.

Adam Miles, Director of Sales at DEGEN Studios, said: “What drew me to DEGEN is that it doesn’t try to fit into the safe middle ground. That makes the commercial conversation stronger, not harder. Operators want content that cuts through, and my job is to make sure we’re building the right strategic relationships to support that ambition.”

Danny Gordon, Head of Studio at DEGEN Studios, said: “As we continue to scale, it’s important that our commercial strategy matches the ambition of our roadmap. We have strong momentum behind the product, and now it’s about accelerating that growth in the right markets with the right partners. Adam brings the experience and commercial focus needed to expand our reach while staying true to what makes DEGEN distinct.”

The post DEGEN Studios adds commercial firepower with Adam Miles appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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