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Thunderbite broadens its distributional footprint via ITP

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F2P leader enters into a strategic collaboration with Inside The Pocket’s leading agnostic platform to grow its global scope

Thunderbite, a leading free-to-play (F2P) games provider, has entered into a strategic partnership with Inside The Pocket (ITP) the pre-eminent free-to-play aggregation platform, to broaden its distributional scope.

The deal sees Thunderbite deliver its comprehensive F2P product portfolio to a new network of operators via the ITP platform, an industry-first aggregation model for the free-to-play sector. In turn, Thunderbite’s array of sports and non-sports content will help diversify ITP’s offering and deliver varied gamification options which track player proclivities across igaming with other games that reside outside F2P’s traditional sports-betting domain.

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ITP’s ground-breaking marketplace now affords a host of innovative suppliers a simple route to market which, in turn, offers worldwide operators a wealth of value-creation opportunities across a broad spectrum of content from one seamless integration.

Thunderbite already offers in excess of 25 games across 30 countries and in 25 languages (via multilingual API) in Europe and the Americas. In fact, over the past 12 months, the F2P supplier has rolled out around 10 new games.

More broadly, Thunderbite allows its partners to launch a wide range of F2P prediction, jackpot and more hyper-casual game formats with seamless speed across any language or territory.

It’s the latest tactical move from Thunderbite after a series of key alliances which have seen the F2P-games expert deepen its offering by providing real-time rewards and incentives based on specific campaign triggers, allowing Thunderbite to drive player engagement via highly personalised communications with cross-sell capacity across both acquisition and retention strategies.

ITP’s proven international scope and flair for localization promises to drive diversified fan engagement around targeted free-to-play games. Thanks to its open-aggregation approach, Inside The Pocket already offers the broadest and best-curated mix of games available, with one platform integration acting as a gateway to virtually unlimited content.

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ITP provides the most modular and democratised strategic F2P platform around, assembling the best minds and models for a new era in fan engagement, localized to specific global markets. When you’re signed up individually to one or more developers, you can end up with a set of expensive integrations or all your eggs in one basket. Instead, ITP’s open-aggregation platform takes the sting out of such outmoded deals by providing the requisite flexibility for maturing markets.

Inside The Pocket’s technical know-how sets it apart in the crucial F2P domains of game development, player management and, above all, multi-level data. Its dashboards provide clients with the full picture on player activity, thanks to aggregated cross-network player data (e.g. from individual customer journeys to in-play data, and other shared insights on player segments).

John Smith, Co-Founder at Thunderbite, said: “ITP’s simple-yet-transformative pitch of ‘one single integration unlocking the gateway to the entire F2P marketplace’ positively delineates them for operators. And regardless of Thunderbite’s relentless recent growth, you should never rest on your laurels in this industry. That is why this third-party collaboration with an aggregator as well-positioned and unique as ITP made such strategic sense.

“Operators worldwide can now effortlessly expand their portfolio through ITP, with this sports betting content aggregation platform affording easy access to the best products on the market, featuring F2P and other agile content solutions. So, we can’t wait to expand our worldwide footprint and observe how our localised games perform in diverse territories which, in some instances, represent new ground for us.”

Hussain Naqi, Founder and CEO of Inside The Pocket, said: “This collaboration is the absolute embodiment of mutually beneficial. For ITP, it provides us with more fantastic content and engagement tools for our burgeoning book or customers. While, for Thunderbite’s sales and outreach teams, we make their jobs easier, streamlining the process and its efficacy by removing impediments to the decision-making process.

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“Further, this this partnership has deepened and diversified our offering to broaden ITP’s scope into igaming and wider non-sports content. As markets crystallise and new regulations coalesce, the best and most flexible portfolio will always prevail. And this partnership is an excellent way of framing and delivering these strong products to the end user. It’s all about the agility this offers for both of our customers and future prospects.

“As a market leader in the dynamic, evolving F2P vertical, Thunderbite was a logical choice as an ITP partner. They deliver a myriad of F2P games for assorted operators, from traditional jackpot and attainable-prize games for retention and responsible play, right through to light-touch and casual games. ITP’s multifaceted assets are already revenue-generating for our operators, so we’re thrilled with the early international reception from our growing global association of betting partners.

“We’re perfectly placed to leverage this opportunity because we can diversify content, leverage consumer data and segment it for our partners as the evolving landscape unfolds, particularly in the crystallising North American space. Harte Hanks, the world’s leading consumer-data provider, also affords us unique consumer insights that will allow us to hyper-segment our audience communication over time – from this summer’s sporting jamboree to the T20 World Cup cricket and the World Cup 2022 football later this year.”

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World’s Best Teams to Compete in UK’s First Professional Women’s VALORANT Tournament in 2024, Red Bull Instalock

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The UK’s first professional women’s esports tournament of 2024, Red Bull Instalock, is set to take over the Bull Gaming Sphere in Shoreditch, London for two days of thrilling VALORANT action from April 20 to 21. Red Bull Instalock will invite four of the world’s best women’s VALORANT teams to battle it out to become inaugural champions.

Promising a thrilling experience for viewers worldwide, the invited teams list includes G2 Gozen, GIANTX, Karmine Corp and Shopify Rebellion. Boasting four of the best women’s VALORANT teams globally, Red Bull Instalock will be a must-watch for VALORANT fans.

The LAN tournament will be broadcast from London’s premier gaming and esports venue, the Red Bull Gaming Sphere in Shoreditch, which will be transformed to replicate the in-game atmosphere of the legendary VALORANT map “Icebox”.

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A unique format will be deployed to shake up traditional team compositions. Each team will be required to use three duelists, the game’s dedicated offensive class, which will encourage aggressive plays while rewarding tactical expertise and clutch skills to promise viewers worldwide an exhilarating viewing experience.

The Semi-Finals on Saturday 20th will set the stage for a pulse-racing Final day on Sunday 21st. Red Bull Instalock will also host a one-of-a-kind exhibition match, featuring a star-studded cast of fan-favourite VALORANT creators.

Renowned British esports host, Yinsu Collins, will be headlining the broadcast, with commentary provided by Kieran “Kairo” Tulloch, Billie “BillieIDK” Purdie, Matt “Twiggy” Twigg, and Harry “Hazza” Chapman. British FNATIC content creator and partnered streamer Megan ‘Megsoundslikeegg’ Garner will host the creator showmatch on Sunday 21st.

Looking ahead to the tournament, Red Bull Player and member of G2 Gozen Michaela “mimi” Lintrup said: “It’s fantastic to see another event for women’s VALORANT come into play and Red Bull Instalock is another amazing step into making a really lively competitive scene. It’s also going to be great for fans, with the format twist bringing a really exciting and new edge to every matchup.”

Red Bull Instalock will be broadcast live on Red Bull’s Twitch and YouTube channels, featuring top talent from the UK and around the world.

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AGON by AOC, a global leader in gaming monitors, returns to join the Red Bull Gaming universe once again as the official Monitor Partner for Red Bull Instalock. Bringing the event to life and providing cutting-edge hardware for the esports tournament, AGON by AOC is equipping the event with the AGON PRO AG254FG monitors, featuring a 360 Hz refresh rate and 1ms response time for the best in-game experience.

The post World’s Best Teams to Compete in UK’s First Professional Women’s VALORANT Tournament in 2024, Red Bull Instalock appeared first on European Gaming Industry News.

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German games market in 2023: strong development in turbulent times

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The German games market once again grew significantly overall in 2023: sales of games, games hardware and gaming online services rose by 6 per cent to around 9.97 billion euros. This is a significant increase after sales had only risen by 1 per cent in the previous year. The biggest growth drivers include games consoles and their accessories as well as in-game and in-app purchases. Despite the large number of top-class titles, which increased sales of games purchases by 4 per cent, the number of games sold fell by 8 per cent at the same time. There were also significant declines in some cases for gaming PCs and laptops. The data on the German games market is based on surveys conducted by the consumer panel services GfK and data.ai. The different developments in the individual market segments also show that 2023 was a year of contrasts for the games industry as a whole: on the one hand, more high-calibre titles were released within twelve months than ever before. On the other hand, some sales expectations were not met, particularly due to this abundance of outstanding games. Combined with generally high interest rates and a slowdown in the investment market, a wave of consolidation began worldwide, as a result of which developer studios are still being downsized or even closed and jobs are being cut.

‘The German games market continues to grow, but a close look at the data shows just how challenging these times are for game companies,’ says Felix Falk, Managing Director of game. ‘This is particularly true for small to medium-sized companies in Germany, most of which have only thin capital cover and therefore feel the impact of the tougher investment climate especially quickly. In such turbulent times reliable and internationally competitive political solutions are needed more than ever.’

 

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Major differences between categories of games hardware

Sales revenues from various categories of games hardware developed very differently last year. Game consoles were among the most important growth drivers, posting a revenue increase of 44 per cent to break the billion-euro threshold, with total revenues of 1.1 billion euros. Demand for game console accessories was similarly robust, if at a slightly lower level. Sales revenues in this area jumped 32 per cent, to 374 million euros. In stark contrast, gaming PCs registered a clear decline as revenues from PCs and laptops marketed specially for games dropped by 17 per cent, to 547 million euros. Accessories for gaming PCs – including special input devices, graphic cards, etc. – fared only slightly better, with revenues falling by 7 per cent, to just under 1.3 billion euros.

‘Last year was the first year in a long time in which all current game consoles were easily available on the market,’ says Felix Falk. ‘The huge revenue gain in this category in 2023 shows how great the pent-up demand was among players. On the other hand, there was a clear drop in sales revenues from gaming PCs. After investing in PCs and laptops during the Covid-19 pandemic, a lot of video game players seem to be well-equipped for the moment.’

Sales revenue from games rises and gaming online services stabilise at a high level

Sales revenue from games developed positively overall in 2023. Across all platforms, purchases of PC and console games generated 4 per cent more revenue than in the year before. Total sales revenues in this area increased to around 1.1 billion euros. Considering the many high-quality game releases, however, this rise seems rather low. Indeed, the number of games sold actually dropped by 8 per cent. This reveals that the growth in revenue here is attributable exclusively to higher average prices. Last year, many video game players appear to have purchased high-quality titles shortly after their release and not waited for discounts. Also, because many of the top titles of 2023 are especially time-intensive, they didn’t leave room for players to acquire a larger number of games. In contrast, the market development for in-game and in-app purchases was significantly more positive, showing a revenue increase of about 6 per cent, to 4.7 billion euros. From an upgrade in a player character’s armour, to a season pass with a lot of additional content, to completely new campaigns, it has become ever more common for the playing time of a game to be extended or individualised through additional content. This trend continued in 2023. In-game sales revenues contribute significantly to covering continuously rising game development costs.

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After a number of years of strong growth, sales revenues from online gaming services stabilised at a high level. Among the categories in this segment are fee-based subscription services that provide access to a large selection of games, cloud-based gaming, online multiplayer functions and the ability to save game progress in the cloud. Examples of these services include EA Play, Nintendo Switch Online, PlayStation Plus, Xbox Game Pass and Ubisoft+. Revenue from these services fell by 1 per cent in 2023, to 860 million euros.

 

The post German games market in 2023: strong development in turbulent times appeared first on European Gaming Industry News.

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Fortnite Battle Royale Global Championship and Rocket League World Championship Head to Dickies Arena in Fort Worth, Texas, This September

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The location for upcoming Fortnite Battle Royale and Rocket League in-person Championship events has been revealed! Dickies Arena in Fort Worth, Texas will host both the Fortnite Championship Series (FNCS) Global Championship 2024 and Rocket League World Championship 2024 this September.

FNCS Global Championship 2024

Mark your calendars for September 7-8: the in-person FNCS Global Championship will feature 50 of the top Fortnite Competitive duos from around the globe, competing for a share of the $2,002,000 USD prize pool.

Qualification, format, and key dates for the Global Championship can be found in the FNCS 2024 Details blog post.

Ticketing information will be revealed in the coming month, with updates to be posted on the Fortnite Competitive website and social media channels. For more information, check out the reveal blog.

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RLCS World Championship 2024

This year’s Rocket League World Championship runs from September 10-15 and returns to Dickies Arena on September 13-15 for the final two days of competition in front of a live audience. The culmination of the RLCS 2024 season, the Rocket League World Championship will feature the 16 best international teams and a $1,165,000 USD prize pool.

Rocket League World Championship 2024 qualification, format, and key dates can be found in the 2024 season announcement blog.

Ticketing information will be revealed in the coming month, with updates to be posted on the Rocket League Esports website and social media channels. For more information, check out the reveal blog.

BLAST, Rocket League Esports and Fortnite Competitive have teamed up with the Fort Worth Sports Commission, an international sports destination agency, and C3 Presents, Texas’ leading event promotion companies, to help support and promote both events coming to Fort-Worth, Texas in September 2024.

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