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The state of the gaming industry

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The state of the gaming industry
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The video game industry made $108.9 billion in 2017, more than six times the profit turned by the music industry. In fact, in the UK, the BBC reports that gaming is “worth more than video and music combined” –despite the fact that it is the youngest of the three mediums.
The UK is not alone. Around the world revenue is being driven, profits are being turned and billions of dollars are being made – predominantly by the sale of video games.

The top 10 gaming markets, as of October 2018, are as follows:
1. China – $34.4 billion
2. USA – $31.5 billion
3. Japan – $17.7 billion
4. South Korea – $5.7 billion
5. Germany – 4.9 billion
6. United Kingdom – $4.7 billion
7. France – $3.3 billion
8. Canada – 2.4 billion
9. Spain – $2.2 billion
10. Italy – $2.1 billion
Figures are courtesy of Newzoo.com’s top 100 report, with VGsales.wikia consulted as well.

Digital is the way forward
Say goodbye to the big cardboard boxes of old. Digital is the new revenue driver for games.
Statista notes that US digital sales were up to 79% in 2017 versus 20% in 2009. In the UK, the trend is similar: a Eurogamer report notes that 80% of all sales are now digital.
In fact, investment management firm Piper Jaffray predicts that physical copies of games will disappear by 2022.

What do the 50 best-selling games of all time have in common?
The insights that follow are based on an analysis of the 50 best-selling video games of all time, as of 16 January 2019.
1. 62% of the games are preoccupied with action/violence in one form or another
2. 0% of the games feature a female-only protagonist
3. 38% of the games feature male-only leads
4. Only 9% of the games on the list feature a Hollywood A-lister

Diversity in gaming: Not a single game in the top 50 features a female-only protagonist

  • 0% of the games focus on a female-only story
  • By contrast, 38% of the games feature male leads
    48% of the games allow you to choose your sex/gender
  • 1 game on the list (2%) has an “unknown” protagonist (Need for Speed: Most Wanted) and 6 games (12%) don’t feature a human protagonist at all.

Games with female leads, like Horizon Zero Dawn, fall short of the top 50 despite outstanding results. In February 2018, Horizon was confirmed to have sold more than 7.6 million copies. The best-selling Tomb Raider game – 2013’s reboot – is closer to the top 50 still, netting 11 million sales in its lifetime so far.
Still, the lack of diversity is disappointing, and the results mirror a trend propagated by movies. Of the 50 biggest box office hits, only Frozen (Kristen Bell, Idina Menzel) and Beauty and the Beast (Emma Watson) afford a woman top billing.

But the situation is improving…

…The new Star Wars films heavily focus on the story of Rey (Daisy Ridley) and from a video game standpoint, developers are trying to redress the imbalance.
In terms of upcoming releases:

  • The Last of Us Part II will focus entirely on Ellie (she was a playable character in the 2013 original).
  • Gears 5 from the popular Gears of War franchise will put you in the shoes of Kait, bucking the trend of male leads in Gears games past.
  • Control, the next title from Alan Wake and Max Payne developer Remedy, will also have a female protagonist.

Violence remains a key selling point

62% of the games on the list are based around the central conceit of action, or violence.
The most popular genres all deal with it in one capacity or another:

  • Action-adventure – 30% (15 out of 50)
  • Shooters – 18% (9 out of 50)
  • Role-playing– 14% (7 out of 50)

“Action-adventure” encompasses a mix of open world titles like Grand Theft Auto and more tightly-constructed fare like The Last of Us – both styles are preoccupied with violence.
Shooters emphasise violence even more – this a genre in which you’re literally looking down the sights of a gun.
Finally, role-playing blurs the line, but conflict is at the heart of the Pokemon games (albeit in cartoon form) and Skyrim sees players battling otherworldly creatures with swords, bows and magic.

Need for Speed might be a big-name franchise, but only one game from the series makes the top 50

Five racing games make the top 50, but four of them are Mario titles.
The one that isn’t – 2005’s Need for Speed: Most Wanted – followed on the heels off the chintzy and celebrity-heavy Need for Speed Underground games and emerged at a time when sentiment towards the franchise was at an all-time high.
Most Wanted also arrived in a year populated with an unusual number of platforms. The game was released for the Nintendo DS, Game Boy Advance, GameCube, PC, PlayStation 2, PlayStation Portable, Xbox, Xbox 360. This would have helped its sales performance.

The five lowest-ranking genres in the top 50 are:

  • Arcade – 1 / 2%
  • Puzzle – 2 / 4%
  • Simulation, Virtual life – 2 / 4%
  • Miscellaneous – 4 / 8%
  • Driving, Racing – 5 / 10%

Hollywood lite: games don’t need well-known actors and actresses to sell well

In additional research on the top 50 best-selling games, we looked at how many involved a high-profile cast and whether this is a key selling point. It turns out, that while movies rely on big-name actors to make a splash, games are less dependent on star power to drive their wheels.

Only 15% of the 50 on the list feature a well-known gaming voice actor (a Nolan North or Troy Baker, for instance). This number drops to 9% when you tighten the net to Hollywood A-listers, who include:

  • Cara Pifko (Kinect Adventures!, 2010)
  • Ricky Gervais (Grand Theft Auto IV, 2008)
  • Keith David (Call of Duty: Modern Warfare 2, 2009)
  • Samuel L. Jackson, Ice-T, James Woods, Danny Dyer, William Fichtner, (Grand Theft Auto: San Andreas, 2004)
  • Michael Madsen, Michael Rapaport, Kyle MacLachlan (Grand Theft Auto III, 2001)

Rockstar’s recent titles, like Grand Theft Auto V and Red Dead Redemption 2, have purposefully steered clear of Hollywood talent.
“[W]e don’t bring in name actors anymore,” Dan Houser, Rockstar co-founder, revealed to Vulture, “because of their egos and, most important of all, because we believe we get a better sense of immersion using talented actors whose voices you don’t recognize.”

Both Grand Theft Auto V and Red Dead Redemption 2 rely on relatively unknown actors, and given their incredible sales success, it hasn’t hurt them.

6 games could potentially ship 10 million copies or more in 2019 and 2020

The top 50 Smash Hit Success list demonstrates one thing loud and clear: franchise names sell well. And with the PlayStation 5 and the next Xbox likely around the corner, game-makers will have yet more platforms to make money on.
In theory, something like FIFA 20 could appear on the PlayStation 3, PlayStation 4 and PlayStation 5; the Xbox 360, Xbox One and the next Xbox.
Expect 2019 and 2020 to be bumper years for this fast-growing industry.

Likely best-selling games on the horizon:

  • Super Smash Bros. Ultimate (based on the success of Nintendo first-party releases)
  • 2019’s Call of Duty (based on prior Call of Duty success)
  • FIFA 20 (based on the success of FIFA 18)
  • The Last of Us 2 (based on the success of The Last of Us)
  • Cyberpunk 2020 (based on the success of RPG fantasy games like Skyrim)
  • Metroid Prime 4 (based on the success of Nintendo first-party releases)

 

Original Source: Game Gavel

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SKS365 keeps investing in people: GROW People Management Program took the next level

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11 experienced people managers from the SKS365 group’s 4 locations gathered last week in Belgrade for the new GROW People Management Program. From 15 th to 19 th of April, through trainings, discussions, and social connections, people had the opportunity to further grow individually and as a team, while enjoying Belgrade’s city center and rivers.

Created in 2023 with the purpose of building foundation people management skills across the organization, GROW initiative evolved this year by including a new, advanced program for experienced people managers to further consolidate their skills and prepare for future opportunities.

Building and fostering connections, sharing experiences, and enjoying team building experiences – all these activities have been part of the GROWpmp agenda for the 11 people managers coming from Commercial, Product and Development, Finance, and Sportsbook departments of the group’s 4 locations – Malta, Italy, Austria, Serbia.

GROWpmp included a variety of topics that people managers in SKS365 recognized as the key areas for management development. Topics such as influence through communication, team effectiveness, DEI, through to presentation skills and business topics like understanding finance and management reporting, were delivered with the support of external professionals and internal experts, while designed and organized by the SKS365 People & Culture team.

 

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Kindred’s Share of Revenue from High-risk Players Shows Slight Increase

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Kindred Group plc’s (Kindred) share of revenue from high-risk players showed a slight increase to 3.2% (Q4 2023 3.1%) in the first quarter of 2024. Compared to the first quarter of 2023, the high-risk revenue share decreased marginally. The percentage of detected customers who exhibited improved behaviour after interventions came in at 87.1% (compared to 87.4% in Q4 2023 and 83.0% in Q1 2023). This sustained trajectory in the improvement effect after interventions, observed over an extended period, serves as a testament to the strong dedication and collective efforts throughout the company. It reflects Kindred’s ongoing commitment to fostering positive change within the industry.

“We continue to see our share of revenue from high-risk players fluctuate quarter to quarter, and we are working closely with all teams across the company to support customers towards a more sustainable gambling experience. However, it is encouraging to see that our Journey towards Zero data has steadily decreased since 2020. A similar trend can be seen across the healthier gambling behaviour effect after interventions. This tells us two things: our work is paying off, but we need to continue to push ourselves to propel a sustainable progression,” Alexander Westrell, Director of Communications at Kindred Group, said.

“It was very encouraging to witness the open and transparent discussions at the Sustainable Gambling Conference in London on 20 March, where those with lived experience shared their important stories. Also, it is evident that technology is moving forward, and will provide greater opportunities to detect and intervene in the future. We hope to see more regulators engage with the industry and with experts to secure a more sustainable industry for everyone,” Alexander Westrell added.

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PENN Entertainment Names Aaron LaBerge as Chief Technology Officer

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PENN Entertainment announced that Aaron LaBerge has been named Chief Technology Officer (CTO) effective July 1, 2024, subject to customary regulatory approvals. Mr. LaBerge will report directly to PENN CEO & President Jay Snowden.

In his new role, Mr. LaBerge will be responsible for driving the technology strategy and execution for PENN, while leading the multinational team of technologists and serving as the key business leader for the company’s Interactive division.

Mr. LaBerge spent more than 20 years at The Walt Disney Company, in two stints separated by five and a half years as a technology entrepreneur. He was most recently President & Chief Technology Officer for Disney Entertainment and ESPN where he was responsible for driving all technology and product development in support of The Walt Disney Company’s two media divisions. In that role, he helped set the vision and strategic leadership for how Disney uses technology to enable storytelling and innovation, drive its business, and create unparalleled consumer experiences with entertainment and sports content.

“We are thrilled to have someone of Aaron’s caliber join our PENN executive team. Having overseen a global organization of thousands of engineers, product developers, designers, technologists, and data scientists that created some of the largest scale and most successful media properties in the world, there is no better candidate to lead our Technology and Interactive division into its future. I know Aaron is looking forward to working with Todd George, our head of operations, and our entire Executive Team to continue growing our position as a leader in online gaming, sports betting, and digital sports media,” Mr. Snowden said.

“I’m excited to join another talented team at PENN Interactive and lead our technology strategy. PENN Entertainment is at the forefront of the fast-changing gaming and sports media industry. I plan to use my experience from Disney and ESPN to help make ESPN BET an essential piece of the sports fan experience. Together, we’ll push the limits and redefine how fans interact with sports and gaming,” Mr. LaBerge said.

Prior to his most recent role at the Walt Disney Company, Mr. LaBerge was Executive Vice President and Chief Technology Officer at ESPN from 2015 to 2018. At ESPN he played an instrumental role in the growth of ESPN’s consumer-facing digital media products and services – leading many of ESPN’s most ambitious and challenging projects and helping establish ESPN’s position as the leader in digital sports and innovative sports technology development. He was a key architect in the design, development, and engineering of ESPN’s state-of-the-art facilities in Bristol, CT; Los Angeles, CA; Charlotte, NC; and Austin, TX, as well as data centers and infrastructure that connect those facilities around the world, as well as the technology design and development to support the launch of the multi-platform SEC Network.

Between 2007 and 2012, LaBerge was co-founder and CEO of Fanzter, Inc. – a venture-funded consumer software and digital product development company. At Fanzter, he directed all day-to-day operations and led the development and launch of a variety of consumer-focused internet and mobile products, ground-breaking social and commerce technologies and more.

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