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New Research Reveals 64% of British Gamers Have Increased Their Playtime Over the pandemic

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Future plc, the global platform for specialist media and home to leading games sites Gamesradar+ and PC gamer, has shared the results of a new research that examines the state of gaming in the UK.

The research reveals 64% of British gamers have increased their playtime over the pandemic. While two-thirds put this down to increased free time, more than a quarter (27%) said it allowed them to socialise with friends and 16% with strangers.

The research, completed in January 2022, was collected via an online survey of 1032 UK respondents – all recruited independently through Future plc’s independent research platform The Lens. All respondents owned a gaming device and had expressed an active interest in gaming during the previous six months. The nationally-representative survey contained in-depth questions about console and device ownership, next-gen consideration, and other related gaming behaviours among British gamers.

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The survey found women are more likely than men to have embraced gaming through the pandemic, with 24% stating their interest increased compared to 15% of men. This trend is especially clear in the mobile gaming space, with women on average spending 11 hours and 50 minutes gaming on phones or tablets per week, compared to 10 hour and 37 minutes for men. Mobile gamers as a whole listed puzzle and word games as their favourite genre, a passion reflected internationally this year with the Wordle “phenomenon” resulting in the New York Times’ purchase of the popular vocabulary puzzle.

Another widely-reported trend, the explosion of digital driven by the pandemic has re-shaped the industry, with the Big Tech giants investing in streaming, digital-only formats, and the “Metaverse”. However, the physical format is still beloved by a significant number of gamers. While 56% of UK gamers have purchased a game digitally in the past 12 months, 42% have bought physical copies, representing a still significant slice of the revenue pie for games manufacturers.

When it comes to consoles, the PlayStation 4 remains the most popular among gamers (29%), followed by the Wii (21%) and Nintendo Switch (18%). Meanwhile, the uptake of next-gen consoles is increasing steadily despite ongoing supply chain issues limiting availability, with 54% intending to buy one in the next year. In this area the PlayStation 5 wins the market; 17% of gamers own one, compared to the 8% who own the XBox Series X and 7% who own the Series S. However, next gen units have ground to make up compared to legacy consoles, with many respondents stating they do not spend enough time gaming to warrant an upgrade (24%). When asked what they would consider purchasing in the future, almost all respondents (96%) cited buying peripheral items related to gaming, led by more than half (51%) who desire a VR headset.

The survey also revealed a passion for PC and Laptop gamers to invest in their devices, with 60% of this audience in the UK intending to upgrade either their whole unit, or parts within it. Future’s audience, in particular, is more likely to invest further in improving their gaming setup than the total population, creating a significant opportunity for gaming hardware manufacturers to reach this passionate and informed audience, and influence where this considerable passion-spend will go.

“We have studied and tracked consumer behaviour in gaming to help us react quickly to the changing demands of our 61.2m global gaming enthusiasts. It’s clear from the study, the gaming industry has flourished during the pandemic, with more people than ever choosing to spend their free time on their favourite device. The rising number of female gamers – especially in the mobile sector – should come as no surprise for those who have been paying attention over the last few years, but they are still an underserved portion of gamers. Though FIFA, Call of Duty Warzone and Call of Duty Black Ops proved to be the most popular games this year, our survey revealed women players prefer casual games which should make advertisers pause for thought,” Richard Thomas, Insights Director at Future, said.

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“With Future now reaching 52.6m adults in the UK on a monthly basis, in sectors that include women’s lifestyle and wealth, as well as tech and gaming, our audiences are crucial for gaming brands looking to hit the sweet spot with their ecommerce and advertising campaigns. As gaming becomes increasingly mainstream amongst people in all walks of life, the ability to reach audiences in a variety of sectors and niches will be crucial for the gaming industry through 2022 and beyond,” Richard Thomas added.

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Football Stats Startup Challenges Multi-Million Company With Free Publication Of Blueprints

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A little company from Poland does something very odd for the competitive market — and thinks that one man’s dream can ignite a revolution in how we treat amateur football.

Prawn, the fresh startup from Eastern Europe with the international team, has announced its first hardware solution for recording football matches. But it is not on the shelf of the local store and does not pop out on the web page as an annoying ad. The users can literally obtain blueprints free of charge and craft it themselves.

Such an unusual decision is aimed at challenging the market that has been ignored and omitted by the big sports tech companies for years or even decades. Amateur football is miles and generations behind the professionals in the way players can assess their performance and improve — that is what Prawn dared to change.

They have already entered the market with the PrawnApp[a] that provides analytics for amateurs who record their match performance and upload the video. Powered by an AI, this system gives some key figures — goals, passes, dribbling attempts etc. — and, which is important, some tips for improvement. The service can be also used as a platform for creating highlights thanks to its ability to combine footage from different angles. The app is easy to try: each user is granted one month free of charge.

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In this field Prawn faces some obvious competition. Other companies have released their own vision of prone holders for recording matches which is not much of a difference in functionality to what the Polish startup gives away for free on their Instagram page for following and tagging a friend. But there is a difference — the price tag.

Prawn developers, passionate football players and fans themselves, know exactly what the amateur footballers want — affordable tech for capturing their games and great service for analytics and improvement. That is exactly what PRAWNER[b] (that is how the phone holder is labeled) and PrawnApp are about.

The company has already proven that its ideas resonate with the players and sports industry: the initiative to create a global map of available pitches was mentioned 152 times in U.S., European and even Indian media, and their web page was visited by thousands of people within a couple of weeks. The Polish startup promotes its vision with a simple principle: those who love football and want to be better at it should not pay more, but play more.

The post Football Stats Startup Challenges Multi-Million Company With Free Publication Of Blueprints appeared first on European Gaming Industry News.

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PAGCOR CHIEF WELCOMES, RECOGNIZES NEW EMPLOYEES’ UNION

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Philippine Amusement and Gaming Corporation (PAGCOR) Chairman and CEO Alejandro H. Tengco met with the newly elected officials of the PAGCOR Employees’ Association at the agency’s corporate offices in Pasay City on Monday, September 8.
Chairman Tengco said he recognizes PAGCEA as the legitimate representative of PAGCOR workers and expressed willingness to work with the group to promote and protect the welfare of employees.
A photograph taken after the cordial meeting shows Chairman Tengco with some of the association officers led by PAGCEA National President Crisanto Paris (4th from right), National Vice President Ednardo Capati (5th from left) and Secretary General Veronica Sy (3rd from right), among others.

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BGCS and BGMS league stages conclude; rising stars set to meet pros in the playoffs

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Following 20 days of high-octane esports action, the league stages of the OnePlus Android Battlegrounds Mobile India Challenger Series (BGCS) 2025 and the OnePlus Android Battlegrounds Mobile India Masters Series (BGMS) 2025 have officially concluded. The results now set the stage for the highly anticipated Playoffs on September 9, where India’s rising esports stars will take on established pros for a coveted spot in the Semi-Finals and ultimately the Grand Finals of India’s most-watched esports event.

In the final week of BGCS 2025, where 16 teams battled for glory, Nebula Esports, qualifiers from the OnePlus Campus Dominate initiative, topped the table with 222 points. They were followed by Sinewy Esports in second with 213 points, Team Versatile in third with 201 points, and Team H4K in fourth with 163 points. All four teams have secured qualification for the BGMS 2025 Playoffs. As the official amateur feeder league into BGMS, BGCS has not only spotlighted emerging talent but also provided a competitive pathway into India’s premier esports stage.

“With the introduction of BGCS this year, our aim was to create a structured pathway for emerging gamers to transition into the professional BGMI esports ecosystem. It is particularly encouraging to see that the winning team qualified through the nationwide collegiate qualifiers by OnePlus, and it has been inspiring to witness all participating teams showcase their skills and earn their opportunity to compete at the next level. This is precisely the kind of platform NODWIN Gaming, together with our partners set out to create, to identify and nurture the next generation of esports talent,” said Akshat Rathee, Co-founder and Managing Director, NODWIN Gaming.

Meanwhile, in BGMS 2025, 24 of the nation’s top BGMI teams competed in 56 matches each. At the end of an intense league stage, Team Revenant XSpark finished on top with 557 points, closely followed by Team SouL with 551 points. Gods Reign claimed third place with 533 points, while NoNx Esports secured fourth with 529 points. These top four teams have earned direct qualification to the BGMS Grand Finals, scheduled from September 12 to 14.

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The road to the finals continues as the bottom 12 teams from the BGMS League Stage advance to the Playoffs, where they will be joined by the top four BGCS squads. The top eight teams from the Playoffs will then move into the BGMS Semi-Finals from September 10 to 11, competing alongside the 5th to 12th placed teams from the BGMS League Stage. From there, the top 12 semi-finalists will join the four directly qualified teams in the BGMS Grand Finals, where 16 teams will battle it out for the crown and a major share of the INR 1.5 crore prize pool.

Season 4 of BGMS continues to be supported by OnePlus as the Title Sponsor and Official Smartphone Partner, with Android returning as Co-Title Sponsor and TVS Motor Company entering its third consecutive year. The tournament also sees the presence of Red Bull in its second year, along with the debut of Duolingo English Test as Official Learning Partner, Swiggy as Official Food Delivery Partner, and Bisleri as Official Hydration Partner.

The BGMS Season 4 Playoffs will be broadcast live on Star Sports Khel and on JioHotstar from September 9 to 11, airing during prime-time from 5:00 PM to 8:00 PM, making it the only esports tournament in India with national television presence.

The post BGCS and BGMS league stages conclude; rising stars set to meet pros in the playoffs appeared first on European Gaming Industry News.

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