

gaming
AdLiven’s new Insights tool aims to help advertisers make better ads, measuring the quality of creative and not just clicks
AdLiven, a full-service mobile user acquisition, and creative production company, is launching AdLiven Insights – a new way to understand the performance of interactive ad formats in a post-IDFA world. AdLiven Insights provides granular data about how and when a user engages with playable ads, helping advertisers, brands, and marketers to better understand user behavior. This will inform them of how an
ad is performing and give crucial insights into making better, more creative, and more effective ads with learnings that can also be applied to video campaigns and app store optimization.
The tool is now available to all partners on supported ad networks (Vungle, AppLovin, IronSource, Unity, Liftoff, AdColony, and Chartboost). It has been running a beta of its Insights since July, analyzing the engagement of 50 different playable ads seen by over 30 million mobile gamers. Engagement is the percentage of people that decide to interact with the ad after it has been shown to them. AdLiven has an average engagement rate of 28%. Insights will reveal which playables perform poorly compared to average engagement and thus identify which factors need to be adjusted to improve engagement.
Founded in 2018, AdLiven provides high-quality ad creative services and collaboration between app marketers and visionary designers. AdLiven’s vision is to become a hub of ingenuity and innovation where app marketers can fulfill their creative needs without compromise.
Unlike many existing ad tracking and analytics tools, AdLiven Insights is not limited to a predefined bucket of possible reporting events. Since each of their playable ads is custom-built with code, AdLiven can tailor its solution to each playable, looking at ad engagement from the users’ experience to learn what elements are driving performance and how to better target audiences in different segments, including network, device, and region. AdLiven Insights can also compare ad variants by testing a copy of the original playable but with modifications such as gameplay and difficulty duration, which facilitates A/B testing and optimization of playable ads.
The release of AdLiven Insights is an extension of AdLiven’s full-service creative offering whereby users can iterate, test, launch, and measure ads within one platform. Supported by AdLiven Playable Platform (APP dashboard), partners will get direct feedback from their target audience on the art style, gameplay mechanics, character affinity, and overall engagement. Pairing AdLiven Insights with the creative capabilities of AdLiven’s Playable Platform allows users to make quick design tweaks to optimize creative performance across different audiences without creating (or needing to purchase) a whole new project, resulting in significant cost and time savings.
“IDFA has had a huge impact on how mobile advertising is measured, so any new way to understand if your ad is working as intended is significant. AdLiven benefits from building all of our playables from scratch, so we’re not tied to pre-defined tracking metrics, giving our partners granular insight they lost through IDFA changes,” said Kai Yu, Co-Founder of AdLiven. “We work closely with our partners to understand their marketing goals and build customizability into the ads so that we can test many different scenarios and ensure a greater understanding of user behavior and preferences, allowing them to make educated decisions around the creative direction or even product development decisions.”
eSports
eWear launches aim.one – the world’s first functional gaming wear for esports athletes and gaming-fans

From hoodies to short-sleeved jerseys: the entire collection has been developed to meet the specific needs of gamers – uncompromising, highest-quality and thought-out down to the last detail.
“There is the right functional clothing for every sport – for soccer, tennis, golf… Gaming used to have this gap. Not anymore!”, say the founders.
The debut collection features 4 products and thus offers the right piece for all gamers: hoodie, longsleeve, shirt and pants. Each combines innovative functionality with comfort and style. Smart gadgets – including special ventilation zones, padding and other features to promote reaction, focus and grip – make this clothing a real support in the game.
Developed from the ground up specifically for playing at a PC, “aim.one is for everyone who wants to take their gaming to the next level – from high-end eSports pros to hobby gamers,” say the founders. “With this collection, gamers finally get their own clothing tailored to their passion!”
The product launch will take place via Kickstarter on the 5th of August!
Until launch, Gamers can unlock MVP status for only a €/$1 donation. This grants up to 35% discount during the campaign — plus a free nickname print on their apparel.
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Central Europe
Number of companies and employees in German games industry falls for first time in years

After years of growth, the number of companies and employees in the German games industry declined in 2025. This was announced today by game – The German Games Industry Association on the basis of data from gamesmap.de in cooperation with Goldmedia. According to the data, the number of companies in Germany that develop and/or publish games has dropped by 4 per cent within the past year, to 910. The boom in start-ups in the games sector, which was set in motion by the introduction of the German Federal Games Funding Programme in 2020, has now completely subsided. Last year’s figures already indicated a clear slowdown. This decline was due in particular to the consolidation of the global games market and the unreliable availability of games funding to date in Germany.
Three times since 2020, there have been months-long suspensions placed on funding applications. Despite the newly registered drop, the number of companies has risen by 46 per cent overall since the initial start of the games funding programme in 2020. Of the 910 present companies, 454 work exclusively in game development and 52 exclusively as publishers. The remaining 404 companies are active in both the development and publishing of games.
‘Last year was another very difficult one for the German games industry,’ says Felix Falk, Managing Director of game. ‘Germany’s international competitiveness was further decreased by the ongoing flip-flopping of the games funding policy, which ran right into the consolidation wave that swept the global games sector. Fortunately, the new federal government has already taken the necessary steps to level the playing field for companies in this country. The future funding budget is to be increased and thus adjusted to actual needs, and applications can be submitted from August onwards. These are crucial growth impulses that are urgently needed. The additional funds will not only give companies more planning security, but also time to implement additional tax breaks for games, as set out in the coalition agreement between the CDU, CSU and SPD. The improved conditions will finally give games companies a boost, which will hopefully soon be reflected in more start-ups and the creation of new jobs.’
The number of employees at games companies in Germany has also declined over the last year. Whereas game developers and publishers employed 12,408 workers in 2024, the current figure stands at just 12,134 – a drop of 2 per cent. As with the number of companies, the employee numbers had previously shown strong growth since the introduction of the games funding programme at the federal level: a rise of 23 per cent from 2020 to 2024. The recent decline indicates that the current conditions for the games industry, which offer limited scope for planning due to the repeated funding application stoppages and significant current funding restrictions, are having an impact on the job market. A year ago, there were still more companies with ongoing projects that were internationally competitive thanks to funding at levels comparable to those in other countries – financing that had stabilised Germany’s game sector, despite the global consolidation wave and a lack of funding certainty for the industry here. The game industry secures a total of over 30,000 jobs in Germany. In addition to jobs in development and publishing, these include, for example, skilled professionals in educational institutions, the media and the public and commercial sectors.
About the data
The data is drawn from a survey carried out by Goldmedia on the basis of entries on gamesmap.de. It was conducted on behalf of game – The German Games Industry Association for the period ending on 12 May 2025.
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Asia
METABORA Partners with LINE NEXT

METABORA, a global casual game developer and blockchain project operator, has announced a strategic partnership with LINE NEXT Inc. Through this partnership, METABORA will distribute Web3 games via the LINE Messenger–based Dapp Portal, expanding its reach in the Web3 gaming space.
The Dapp Portal is a platform built on the KAIA ecosystem that offers Mini Dapps (decentralised applications) directly within the LINE Messenger app. Users can enjoy a variety of Mini Dapps—ranging from games to social features—without needing to install separate applications. Since its launch in January this year, the platform has garnered significant attention, surpassing 100 million cumulative users.
Through this new partnership, METABORA and LINE NEXT will work closely to accelerate the growth of the Mini Dapp’s gaming ecosystem. Leveraging its network of development partners and global experience in game development and publishing, METABORA will supply Web3 games to the Dapp Portal. LINE NEXT will expand accessibility to Web3 games and support marketing of these games through its platform.
As part of the collaboration, METABORA will also expand the utility of its BORA token within the LINE Messenger–based Mini Dapp ecosystem. The company plans to implement a payment infrastructure that enables users to purchase in-game items currently planned for upcoming titles to be released under the BORA brand. Additionally, METABORA will apply Gas Abstraction technology, allowing users to make in-app purchases with BORA without needing KAIA tokens to cover gas fees. This feature is expected to be fully implemented in the second half of the year.
By expanding the utility of the BORA token, METABORA aims to elevate its value beyond the confines of the BORA Chain, laying the groundwork for broader integration across the Web3 ecosystem.
In addition, METABORA and LINE NEXT plan to continue their collaboration by researching and developing infrastructure to support the use of stable coins such as USDT, further enhancing the Web3 gaming experience within the LINE ecosystem centered on the Dapp Portal.
Lim Youngjun, Co-CEO of METABORA, said: “We’re pleased to partner with LINE NEXT, a company making remarkable strides in the global Web3 gaming market with its vast user base. Through our strong network of development partners, we will carefully select and bring high-quality games to the Dapp Portal, working together to create a leading example of Web3 gaming reaching a mainstream audience.”
Kim Woosuk, CSO at LINE NEXT, said: “Through this partnership with METABORA, we look forward to creating a major success case for Mini Dapp. Moving forward, we will continue working closely together across multiple fronts, including enabling USDT stablecoin support to improve game onboarding and the overall user payment environment.”
The post METABORA Partners with LINE NEXT appeared first on European Gaming Industry News.
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