Connect with us

Industry News

How much money do gamers REALLY spend?

Published

on

Reading Time: 2 minutes

 

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?

Continue Reading
Advertisement

Industry News

Ruud Bergervoet Reappointed as CFO of Holland Casino

Published

on

ruud-bergervoet-reappointed-as-cfo-of-holland-casino
Reading Time: < 1 minute

 

Ruud Bergervoet has been reappointed as CFO of Holland Casino. He will remain financially responsible for the gambling provider for another two years. Bergervoet has already been CFO for two terms of four years, but due to the special circumstances of the company, he has been asked to remain as a director.

CEO Petra de Ruiter said: “I am very happy that Ruud is prepared to stay with us. With his experience and knowledge of the company, he is indispensable at this moment. We have to work very hard in the coming years to keep Holland Casino financially healthy. And I am certain that this is in good hands with Ruud.”

Ruud Bergervoet has been working at Holland Casino since 2017. Before that, he worked as CFO at FD Mediagroep and Sdu Uitgevers, among others.

During the shareholders’ meeting of April 16, Bergervoet was nominated by the Supervisory Board and his nomination was confirmed.

The post Ruud Bergervoet Reappointed as CFO of Holland Casino appeared first on European Gaming Industry News.

Continue Reading

Industry News

The 8th AskGamblers Awards Officially Enters the Voting Stage

Published

on

the-8th-askgamblers-awards-officially-enters-the-voting-stage
Reading Time: 2 minutes

 

AskGamblers has announced that the final voting stage of the 8th annual AskGamblers Awards has started.

The voting phase kicked off on 28 April, and will last until the award ceremony scheduled for 12 June.

As in previous editions of the Awards, players can cast their votes for one of the top 10 finalists in the following categories: Best Casino, Best New Casino, Best Sportsbook, Best New Slot and Best Software Provider.

The Best Crypto Casino, Best Partner and Best Manager categories will traditionally be chosen by the AskGamblers team. This year’s edition introduces a new category, the Superstar Award, a crown achievement handed out to one operator that best represents the values of brands, whose laureate will also be chosen solely by AskGamblers.

Another novelty in this year’s Awards cycle is the Forum vote: the votes from the members of AskGamblers Forum will be counted towards the final tally of votes as a separate voting tier.

Commenting on the launch of the 8th AskGamblers Awards voting stage, Dijana Radunović, General Manager at AskGamblers, said: “Now that we have the finalists, we are entering the final stages of preparation for our biggest night of the year. To say that we are excited about the 8th edition of the AskGamblers Award would be an understatement.”

“As everybody in the team is working tirelessly to make the gala ceremony a night to remember, we invite our players to do their bidding: to give a vote to their favourite contestants and help us choose the rightful winners in the five categories that are open to public vote,” Radunović added.

Before the award ceremony on 12 June, AskGamblers will host the traditional Charity Night on 11 June, where the partners will bid for positions on the website, with the money raised allocated to a humanitarian cause.

The post The 8th AskGamblers Awards Officially Enters the Voting Stage appeared first on European Gaming Industry News.

Continue Reading

Industry News

Flexion Reports Revenue Increase of 9% for 2024

Published

on

flexion-reports-revenue-increase-of-9%-for-2024
Reading Time: 2 minutes

 

Flexion, the games marketing company, has announced that its revenue grew 9% to year-end December 2024. The growth is attributed to the Company’s success in the alternative app store market.

Since its IPO in 2018, the company has built a well-positioned games marketing business around the alternative stores and grown annual revenue 50-fold to almost US$100 million. Its game portfolio represents several billion US$ in gaming IP for alternative market partners like Samsung, Amazon, Huawei, OneStore and Xiaomi.

“With the Digital Markets Act (DMA) coming into force in Europe and recent legal actions in the US, mobile game developers have felt a new-found freedom to explore their market options. We’ve already moved beyond the era when Google and Apple controlled everything. Developers are looking for alternatives that offer better margins, and additional audiences and revenue. Partnering with Flexion opens up a range of market channels with very little up-front investment,” said Jens Lauritzson, CEO of Flexion.

Flexion currently distributes more than 30 high-profile titles on the alternative stores. Top-tier games in the Flexion portfolio make on average US$ 10 million a year based on Q4 2024 run rate. That’s income in addition to their Google and Apple revenue with a business model that adds little to their costs.

In Q4 2024, Flexion-serviced games were, on average, generating 9.3% through the alternative stores of the revenue they made on Google Play. This is a significant boost for Flexion’s partners without major costs or effort.

“If you scale for the size of the stores, the alternatives massively out-performed Google in Q4 for our games. This is exciting both for Flexion’s business and for the future of the games industry as a whole. We’re seeing the beginning of a sea change in games marketing,” Jens said.

“We’re seeing just the beginnings of a major shift in how top-tier developers address their markets. Using Flexion to access alternative stores is an easy first step into the post- Google and Apple world. Many developers are already looking at their options beyond that and Flexion will be right there with them providing the technology and expertise they need to maximise the potential of their games,” Jens added.

The post Flexion Reports Revenue Increase of 9% for 2024 appeared first on European Gaming Industry News.

Continue Reading

Trending