

gaming
Enjin Announces $100M Efinity Metaverse Fund Ahead of Polkadot Parachain Auctions
Enjin, the leading ecosystem for NFTs, today announces a US$100M Metaverse Fund for Efinity, a cross-chain NFT network it’s building on Polkadot. Enjin is also bidding for Auction Slot 4 in Batch 1 of Polkadot’s Parachain Auctions, beginning on December 2nd, 2021. If successful, Efinity will begin operating on mainnet by the end of 2021.
Efinity’s US$100M Metaverse Fund will formalize support for its ecosystem partners, through equity investments in seed or Series A fundraising rounds, and purchases of project native tokens for potential use in the Enjin/Efinity ecosystem. The fund will support adopters, as well as other organizations building and integrating with the ecosystem. This fund brings Enjin and Efinity closer to making the decentralized, cross-chain Metaverse a reality.
Oscar Franklin Tan, Chief Legal & Financial Officer at Enjin, said, “Personally hearing our adopters’ stories is one of the most fulfilling aspects of my role at Enjin. These are early pioneers of NFT gaming, who built with us through the trenches as one-man studios and are now spreading their wings. We’re eager to harness the knowledge of our team and longstanding communities to support the decentralized metaverse in a more systematic way.”
Supporters of Efinity can participate in the crowdloan immediately via Binance. Enjin will soon allow individuals to stake their DOT, ETH, ENJ, USDC, or USDT for EFI rewards. The team has allocated up to 10% of the total EFI supply to crowdloan rewards, and early contributors will also receive an exclusive NFT bonus.
Witek Radomski, Co-founder & CTO of Enjin, added “Efinity will attract a mainstream audience of creators, gamers, and NFT collectors to the Polkadot ecosystem. We’ve addressed current barriers to entry in blockchain (usability, cost, throughput) with an incredibly powerful parachain and our seamless open-source development framework. Our intention is for Enjin to be an interoperable, decentralized gateway to the worldwide Metaverse. With the backing of our global community and EFI supporters, we invite anyone who shares this vision to get involved in the parachain auctions.”
Purpose-built for NFTs, Efinity provides class-leading scalability, with internal Alpha testing at 120 million NFT mints per block with six-second block times. In support of the cross-chain metaverse, Enjin is also developing the new Paratoken Standard, which is interoperable with all chains and token standards.
Earlier this year, the Efinity private and CoinList sales raised $38.9M, led by prominent backers Arrington XRP Capital, BlockTower, Crypto.com Capital, DFG Group, Fenbushi Capital, Hashed, Hashkey Capital, Hypersphere, Kenetic, and LD Capital. The Enjin & Efinity ecosystem features over 70 game and app developers, and hundreds of NFT projects such as Microsoft Azure Heroes, Lost Relics, Kingdom Karnage, Age of Rust, and 9Lives Arena. Many of these projects will be ported over to Efinity over time.
gaming
SPRIBE Drops Aviator Challenges

The world’s number one crash game gets even more thrilling with the addition of Missions, Races and Tournaments
SPRIBE, the award-winning developer behind the original crash game, Aviator, has added another tool to the box with the launch of Challenges, bringing even more excitement, entertainment and competition to the experience.
Aviator Challenges allows operators to launch Missions, Races and Tournaments, forging an additional competitive layer and even more social interaction, while providing a fresh way for players to engage with the game, which is now played by more than 60 million people per month.
Missions see players complete a task before a set deadline, while Races are similar but with a limited prize pool up for grabs, creating a strong sense of FOMO while helping operators control promo budgets. Tournaments then take the classic and well-loved format.
SPRIBE gives operators full control over creating and running Aviator Challenges, and they can choose the type, timing, prize, names, descriptions, colours, and tasks for deep personalisation and granular localisation.
Aviator Challenges has debuted with operators in Africa and will be rolled out globally over the coming weeks and months. This will be followed by the launch of regional tournaments, which again will debut in Africa before being made available internationally.
The launch of Challenges will drive even greater engagement with Aviator, which currently sees players place more than 400,000 bets per minute across 5,500+ online casinos and sportsbooks worldwide.
Giorgi Tsutskiridze, CCO at SPRIBE, said: “Challenges take the Aviator experience to a whole other level for both players and operators.
“Those that have already embraced Challenges have seen an immediate, positive impact on player behaviour across core KPIs such as retention and bet numbers per player.
“To get the most out of Challenges, operators do need to be creative, especially when it comes to marketing support, segmentation, prize zones, rewards and tasks.
“But we have ensured Challenges have the flexibility to do this and a whole lot more.
“Aviator is already the number one crash game in the world with more than 60 million players a month, but with Challenges, we expect that number to climb ever higher.”
The post SPRIBE Drops Aviator Challenges appeared first on European Gaming Industry News.
gaming
Record Revenue with Mobile Games in Germany

The use of the smartphone and tablet for playing video games reached new heights in Germany in 2024. Sales revenue generated with mobile games reached the 3-billion-euro mark for the first time, up from around 2.9 billion euros in 2023. Mobile games thus continued their success story: their revenue has grown 63% since 2019 in Germany. These are the figures released by game – The German Games Industry Association, based on data collected by the market research company data.ai. A total of 24.3 million people in Germany play mobile games. Although this represents a slight drop of 300,000 from the previous year, mobile games enjoy unabated popularity. Accordingly, the smartphone has been the most used gaming platform in Germany for years now.
“Through their accessibility and variety, games for the smartphone and tablet inspire millions of people to play video games – young and old, men and women. This has not only resulted in a strong increase in revenue with mobile games in just a few years but also made the smartphone the most used gaming platform,” said Felix Falk, Managing Director of game – The German Games Industry Association.
In Germany, nearly all sales revenue generated with mobile games, or 98%, comes through in-app purchases. Most games for smartphones und tablets are offered on a free-to-play basis. Players may then opt to pay for additional content, such as levels or cosmetic features, in the form of in-app purchases. Around 57 million euros in sales is generated with online gaming services on smartphones and tablets. This includes subscription services like Apple Arcade and Google Play Pass, which for a fixed monthly rate give players access to a wide selection of mobile games that they would otherwise have to buy separately. Individual game app purchases resulted in just 4 million euros in revenue in 2024. Since 2019, revenue from game app purchases has seen a sharp decline of 69%, which can be attributed to the growing popularity of free-to-play mobile games.
After attaining unprecedented heights in recent years, the German games market saw a dip in its growth trajectory in 2024. Last year, sales revenue from games, gaming hardware and online gaming services in Germany totalled 9.4 billion euros – a 6% drop from the year before. This downturn was especially pronounced in purchases of games for PCs, consoles and smartphones (−17%, to 921 million euros), as well as in hardware purchases (−10%, to 2.9 billion euros). Running counter to the overall market trend, revenue from online gaming services saw a double-digit increase, rising 12% from the level of 2023, to 965 million euros. Players who use the smartphone and tablet are 39.2 years old on average – closely corresponding to the average age of 39.5 years among all video game players in the country. And mobile games are equally popular with young and old: while 10- to 19-year-olds comprise the largest share of game app users (22%), about every seventh mobile game player (15%) is over 60 years old. At 53%, a majority of mobile players are female; 47% are male.
The post Record Revenue with Mobile Games in Germany appeared first on European Gaming Industry News.
gaming
RedOctane Games Launches: A New Studio Dedicated to Rhythm Gaming Innovation

A fresh beat is about to drop in the world of music rhythm games. Today marks the official launch of RedOctane Games, a small but passionate studio founded by veterans of the rhythm game world, alongside exceptional new-generation developers, creators, and community leaders from the global rhythm gaming scene.
RedOctane Games is focused solely on advancing the rhythm game genre combining the past with the future and being driven forward hand in hand with this well-established and respected community of gamers. The team has been busy in pre-production over recent months and has now officially entered production on its debut rhythm-based title, which is expected to be announced later this year.
Heading up the studio is Simon Ebejer, a seasoned games industry leader who was the Production Director on several Guitar Hero titles during his time at Neversoft, later becoming Studio Head at Vicarious Visions and VP of Operations at Blizzard Entertainment, where he played a pivotal role in the organization and delivery of Diablo IV.
The RedOctane Games team includes creators and developers who helped create and scale Guitar Hero and DJ Hero nearly two decades ago, as well as proven emerging development talent and community leaders from across today’s rhythm gaming space. The studio is being built with the community from the ground up, ensuring that players are part of the creative journey from day one.
In addition, it has been announced that brothers Charles and Kai Huang will join a special advisory board for the company. Charles and Kai were the original founders of the Guitar Hero franchise back in 2005, having partnered with Harmonix Music Systems to launch the groundbreaking title that helped define a generation of rhythm gaming. Their involvement brings deep heritage and insight to the studio’s future direction.
“Rhythm games are about more than just gameplay they’re about feel, flow, and connection to the music and to each other,” said Simon Ebejer, Head of Studio. “RedOctane Games is our way of giving back to a genre that means so much to us, while pushing it forward in new and exciting directions.”
With community-built development at its core and a strong foundation of technical and creative talent, RedOctane Games is ready to deliver the next evolution in rhythm gaming.
The post RedOctane Games Launches: A New Studio Dedicated to Rhythm Gaming Innovation appeared first on Gaming and Gambling Industry in the Americas.
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