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Greentube enters Poland with Total Casino by Totalizator Sportowy

George Miller

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Greentube enters Poland with Total Casino by Totalizator Sportowy
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Greentube, the NOVOMATIC Interactive division, has made its market entry into Poland after taking its content live with Totalizator Sportowy’s brand Total Casino.

The deal means the supplier’s online and mobile versions of iconic titles such as Sizzling Hot™, Book of Ra and Lucky Lady’s Charm™ are now available for the first time to Polish online players through the monopoly casino operator’s Total Casino site. Also set to be integrated with Total Casino are top-performing titles from Greentube Collections, an exclusive portfolio encompassing all the supplier’s most popular games series. This new digital distribution channel perfectly complements NOVOMATIC´s omni-channel strategy with the rollout of its top performing VLTs with Totalizator Sportowy’s retail network. Players will now be able to play their favourite NOVOMATIC titles in retail outlets as well as online.

State-owned Totalizator Sportowy is the only operator legally entitled to offer online casino games in Poland and the Total Casino brand has experienced impressive growth since it launched in 2018.

The entrance into the online market in Poland represents the latest step for Greentube. It follows on from new entries into Denmark and Mexico last year and the supplier’s continued expansion in Europe and Latin America, with Germany and the Netherlands on the horizon in addition to the launch of its new RGS platform later this year.

Michael Bauer, CFO/CGO at Greentube, said: “Totalizator Sportowy’s casino brand is very well-respected by players in Poland, and to be selected as an online partner is further evidence that we are a market-leading force when it comes to iGaming content across a wide range of regulated markets. Greentube has already enjoyed a fruitful start to 2021 and this new market entry and partnership shows our commitment to expanding our reach.”

Maciej Kasprzak, Online Gaming Director at Totalizator Sportowy, added: “We are constantly developing our offer and we want our clients to experience the best entertainment from the best developers. The arrival of Greentube’s content has been greeted by the players with much excitement. We look forward to continuing a successful partnership.”

Central Europe

Pixel Federation’s Revenues Soar to €47.6M

George Miller

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Pixel Federation’s Revenues Soar to €47.6M
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Pixel Federation’s revenues shatters anticipated budgets for 2020 by 120%

Pixel Federation, a Slovakian-based games developer entering its 14th year, has had an incredibly successful year of growth. In a year filled with uncertainty across every industry, Pixel Federation managed to surpass its own expectations with overall revenues of more than €47M. With all time favourite game Diggy’s Adventure proving the most successful alongside rising star TrainStation, Pixel Federation’s games remained firm favourites amongst the dedicated community, setting it in good stead for its entrance into the Chinese market in Q1 2021.

In globally difficult times, with the pandemic creating uncertainty across industries, Pixel Federation managed to increase its annual revenue over 52% in 2020 compared to 2019. A huge part of Pixel Federation’s success is the continued popularity and growth of its community based games. Securing a staggering 24 million new users to its games in 2020 alone, Pixel Federation has seen success through both new game development as well as longer term classics – ‘TrainStation’ reached an incredible milestone celebrating its 10th anniversary on the market and still has a massive 400,000 monthly active user rate.

A fundamental influence on Pixel Federation’s games is the users themselves, creating a community that sets Pixel Federation apart in a league of its own. Attaining such a dedicated and involved community has created an authentic user-developer conversation ensuring every game created is exactly what all 120 million players desire. With €12M revenue driven from just one game by the end of 2020 (TrainStation 2) there is little doubt that Pixel Federation’s understanding of its players is successfully reflected back through revenue and growth.

‘2020 has no doubt been a very challenging year for everyone internationally and we are so pleased that our games managed to provide a sense of togetherness and community during a time of extended isolation,’ says Lucia Sickova, Pixel Federation’s Co-Founder and Chief Learning Officer. ‘Our dedicated teams continued to work hard throughout the global upheaval and we are eternally grateful to our community of players who continued supporting us, allowing us to continue creating for them.’

Pixel Federation’s humble beginnings have not stood in the way of its growth and success. Starting out with four co-founders at the helm and minimal financial funding, the Pixel Federation team had a vision, grit and determination which has taken the company from strength to strength. Developing games that are built to last, Pixel Federation drives a deep and authentic connection between the players and the game developers. 2020 saw Diggy’s Adventure celebrate its 8th anniversary with new features resulting in a staggering €21.4M revenue. A success story that is reflected across all of Pixel Federation’s top games.

But success for Pixel Federation does not stop there. With community at the core, Pixel Federation invests just as much in its people and the wider community as it does in its players.

 

Covid Measures 

The pandemic threw many businesses off course, but for Pixel Federation, the path to help the country stood out in front of them. Just days into the turmoil, Pixel Federation’s senior team teamed up with Slovakian health experts and volunteers to create a platform offering direct financial and material resources towards paramedics, healthcare facilities and front line workers.

‘It was never a question of whether we could help out the country, but simply how. We have managed to give back during these unprecedented times, fundraising over €1.4M via our platform “Who will help Slovakia”, providing protective equipment to over 1,800 individuals. I am proud that everyone at Pixel Federation strove to play their part in fighting this pandemic.’ says Lucia.

2020 saw Pixel Federation grow exponentially in revenue and game output, but it has retained its small business ethos of community, authenticity, and connection, internally and externally. Its drive to help the country through the pandemic, with a community of dedicated players, highlights Pixel Federation’s commitment to individuals as well as its country and wider community. This is a games developing studio creating games from players to players, learning and pursuing what its market demands and desires to take the company from strength to strength and overcoming any challenge. 2021 will be no different.

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Central Europe

Gamecity Hamburg is growing: Two new hires for the initiative’s communications team

George Miller

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Gamecity Hamburg is growing: Two new hires for the initiative’s communications team
Reading Time: 2 minutes

 

PR Manager Johannes Klockenbring and Project Assistant Helen Krüger join Gamecity Hamburg in its mission to support, connect and promote Hamburg’s vast games industry ecosystem. Gamecity Hamburg is part of the public agency Hamburg Kreativ Gesellschaft and serves as the city’s contact point for games funding and networking-building in the gaming sector. Its main activities consist of the programs Prototype Funding and Games Lift Incubator as well as a range of public, industry, educational and networking events. For this year, Gamecity Hamburg’s focus will also be developing digital opportunities for exchanging ideas and networking, as well as international location marketing.

As PR Manager Johannes Klockenbring strengthens Gamecity Hamburg’s communications team. Previously, he was Strategy Consultant for Hamburg-based communications agency “Zum goldenen Hirschen” advising companies and organizations from the media, financial and public sectors on strategic brand and communication issues. Until 2019, he was also responsible for communications and marketing of Green Juice Festival GmbH, a music festival promotion company, which he co-founded. Johannes studied media studies and media management in Cologne as well as cultural management in Hamburg.

“I’m excited to support Gamecity Hamburg in increasing the visibility of Hamburg’s game industry and highlighting the opportunities Hamburg offers to companies, startups, and developers. I’m especially motivated by my professional interest in creative industry and digital culture as well as my liking for immersive story-games and lovingly designed indie games”, Johannes Klockenbring explains his switch to Hamburg Kreativ Gesellschaft.

Helen Krüger completed a dual university program in media management in cooperation with publishing house Edel Germany and subsequently expanded her experience in a role as Junior Marketing Manager for Edel. For Gamecity Hamburg she provides comprehensive insights from the home entertainment and publishing industry and now actively supports the team as Project Assistant. Currently, Helen is completing her master’s degree in Information, Media and Library at Hamburg University of Applied Sciences (HAW Hamburg).

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Central Europe

German market for mobile games grows by 23 per cent

George Miller

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German market for mobile games grows by 23 per cent
Reading Time: 3 minutes

 

Whether a quick round of a puzzle game, an interactive quiz against players around the world or even strategic team games in a league structure: game apps are appealing to more and more people. The easy accessibility and growing variety of titles is resulting in a steady increase in the number of players, and sales revenue is showing considerable growth every year. The market for game apps posted strong growth again in 2020. In Germany, within a single year, the sales revenue for games designed for smartphones and tablets increased by 23 per cent to roughly 2.3 billion euros. This represented a continuation of the impressive growth exhibited in the market for game apps in the previous years: sales revenue grew by 22 per cent in 2019, and by a remarkable 31 per cent the year before. These are the figures released today by game – the German Games Industry Association, based on data collected by the market research company App Annie. The year 2020 saw the continuation of another positive trend from the previous years: the market growth is directly attributable to in-app purchases. Sales revenue from such purchases grew by 24 per cent to about 2.3 billion euros. Free-to-play games, especially, relied on in-game purchases. These are titles that can be downloaded and played free of charge. Players can opt to spend money for additional content, such as personalising their own avatar in a game. Free-to-play games are particularly successful on smartphones and tablets. The market segment for game apps available for purchase, in contrast, declined again. In 2020, sales revenue for such titles dropped by 15 per cent down to roughly 11 million euros. Another trend also continued in 2020: the average age of smartphone game players increased by 1.4 years within a single year, from 37.4 to 38.8 – representing a clear increase in average age. At 52 per cent, just over half of these mobile games players are women.

‘Mobile games are becoming increasingly popular in Germany. Not only did the rising number of players contribute to this renewed strong market growth, but also the growing variety of titles. While app stores, in their early years, primarily featured casual games for playing from time to time, they have since exhibited an increase in the number of more complex games available. If we take a look at Asia, we see the direction one of the developments is taking: mobile games are increasingly being played competitively – in leagues and in tournaments – thus becoming a category of esports,’ says Felix Falk, Managing Director of game.

German games market: major surge in sales revenue in 2020

The German games market recorded a considerable surge in sales revenue in the Covid-19 year 2020. Computer and video games and the related hardware generated a combined sales revenue of about 8.5 billion euros, as already reported by game. This is an increase of 32 per cent compared to the previous year. Games consoles, gaming PCs and peripherals accounted for roughly 3.2 billion euros in sales revenue. This is an increase of 26 per cent compared to 2019. The submarket for computer and video games saw even stronger growth, with revenues of 5.2 billion euros achieved through game purchases, in-game and in-app purchases, subscriptions and charges for online services. As a result, this part of the market managed to grow by 36 per cent compared to the previous year.

About the market data

The market data is based on statistics compiled by the GfK Consumer Panel and App Annie. The methods used by GfK to collect data on Germany’s video games market are unique in terms of both their quality and their global use. They include an ongoing survey of 25,000 consumers who are representative of the German population as a whole regarding their video game purchasing and usage habits, as well as a retail panel. The data collection methods provide a unique insight into the German market for computer and video games.

 

game – the German Games Industry Association

We are the association of the German games industry. Our members include developers, publishers and many other games industry actors such as esports event organisers, educational establishments and service providers. As a joint organiser of gamescom, we are responsible for the world’s biggest event for computer and video games. We are an expert partner for media and for political and social institutions, and answer questions relating to market development, games culture and media literacy. Our mission is to make Germany the best games location.

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