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Fortnite and tommyinnit Revealed As Most Popular Video Game & Twitch Streamer In The UK In 2021

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Fortnite and tommyinnit Revealed As Most Popular Video Game & Twitch Streamer In The UK In 2021
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New research by Superdry has revealed that Fortnite is the most popular video game globally and Twitch streamer Ninja is the most searched for in the world. UK-based gamer tommyinnit is the UK’s most popular Twitch streamer, and Fortnite is the most popular game loved by Brits.

With an estimated 3.24 billion global gamers and Twitch streamers earning millionsⁱⁱ by inviting the world to watch them play, Superdry has analysed Google data from 169 countries over the last 12 months to discover which are the most popular games and gamers 

Released in 2017, Fortnite is a free battle royale game that is available on a range of devices and has truly taken the world by storm. According to the data, it’s this game that takes the top spot in 106 countries – making it the most popular game globallyMinecraft, which involves creating worlds with blocks in a three-dimensional space, comes second with 51 countries, including Russia, Brazil and South Korea, searching for the game the most.  

Although Fortnite and Minecraft clearly dominate the world in terms of popularity, Grand Theft Auto VGenshin Impact and Valorant also feature in the top list – although for only a handful of countries.  

Game 

Number of countries 

1. Fortnite 

106 

2. Minecraft 

51 

3. GTA V 

2 

=4. Genshin Impact 

1 

=4. Valorant 

1 

Most popular twitch streamers  

Twitch streamer Ninja takes the top spot as the most popular globally, though this may not be too surprising as the American gamer has whopping 17 million followers on the streaming platform. With 46 countries searching for him the most, Ninja is well-known for streaming Fortnite Battle Royale and has even gamed with celebrities like Drake and Travis Scott.  

TommyInnit, a British streamer, is the second most search for Twitch streamer in the world with 36 countries searching for him and his livestreams. At only 17 years old, he holds Guinness World Records for having the most followed Minecraft channel on Twitch and the most viewers of Minecraft live stream on Twitch.  

The third most Googled Twitch streamer is AuronPlay who is based in Spain and has 10.6 million followersUnsurprisingly his username is the most searched for in many Spanish-speaking countries, including BoliviaChile and Peru 

Only two female streamers make the top list, Pokimane (most popular in 12 countries) and Pqueen (most popular in three countries). Pokimane25-year-old Moroccan-Canadian streamer and internet personality, is most famous for streaming League of Legends and Fortnite. Meanwhile Turkish streamer Pqueen is a long-time streamer who has amassed 1.7 million followers.  

 

Twitch username 

Number of countries 

1. Ninja 

46 

2. TommyInnit 

36 

3. AuronPlay 

14 

4. Pokimane 

12 

5. Squeezie 

8 

=6. Faker 

7 

=6. s1mple 

7 

7. Nobru 

4 

=8. Trymacs 

3 

=8. Pqueen 

3 

=9. Robleis 

2 

=9. Anomaly 

2 

=9. Markiplier 

2 

=10. Rubius 

1 

=10. ilMasseo 

1 

=10. MissaSinfonia 

1 

=10. alanzoka 

1 

=10. Nick Eh 30 

1 

=10. Jacksepticeye 

1 

=10. Ibai 

1 

=10. Lirik 

1 

Justin Lodge, Chief Marketing Officer at Superdry comments: 

“We know that many of our best-selling items, like hoodies and loungewear, are the perfect attire for a night of gaming but we were curious to delve into the data to find out the games and streamers that video game fans can’t get enough of at the moment. It came as no real surprise that Fortnite was the outright favourite, but the range of Twitch streamers was fascinating to see – with top channels being based across the globe. We hope the research might inspire those who haven’t caught the gaming bug yet to check out some of the world’s best streamers, or even set up a channel of their own.”

To see the full research visit: https://www.superdry.com/most-popular-gamers

eSports

Nigma Galaxy female CS:GO Champions: New docu-series follows rise to becoming champions

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Nigma Galaxy female CS:GO Champions: New docu-series follows rise to becoming champions
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This Sunday 14th, Nigma Galaxy is set to release the first episode of their new docu-series, Jiggy Biggy Best: A CS:GO Story, which follows their hugely successful female CS:GO team and their journey to becoming champions at two major tournaments this year.

The first instalment of the series will be launching on Nigma Galaxy’s YouTube channel at 1pm CEST on Sunday. You can find more information below, in case the team’s story would be of interest to your editorial plan:

  • Fans will get a behind the scene glimpse into the female Nigma Galaxy CS:GO team preparing for two of the biggest tournaments of their careers – ESL Impact League Season 1 in Dallas to the stand-alone ESL Impact tournament in Valencia
  • The docu-series also offers an exclusive peek into the teams journey to the top – their training regime, team cohesion and a deeper dive into the world of female esports
  • Uncover the dedication and support Nigma Galaxy have placed on the competitive female esports scene, one of the fastest-growing sub-genres in the industry
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Central Europe

The number of games companies and employees in Germany continues to grow

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The number of games companies and employees in Germany continues to grow
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The upswing in the German games industry continues: significant increases in the number of German games companies and employees in 2021 are being followed up by further growth in both figures. There are currently approximately 786 companies in Germany that are involved in the development and marketing of computer and video games or in one of these two areas. This is 5 per cent more than in 2021. These are the figures released today by game – the German Games Industry Association, based on data collected by gamesmap.de. A majority of these companies (392, down by 3 per cent) are active in both development and publishing. 358 games studios focus solely on the development of games for PCs, games consoles and mobile devices. The number of these companies exhibited particularly strong growth, rising by 14 per cent compared to the previous year. The number of companies who are active solely as publishers is significantly lower, with just 36 such companies in Germany (up 13 per cent).

The positive trend in the number of employees has also continued, as the previous year’s 8 per cent growth has been followed up by approximately 3 per cent growth in the core market. This brings the total number of people employed in the development and marketing of games in Germany to 11,242. Differences in the growth rates underscore the degree to which the establishment of numerous smaller companies is driving the current growth trend in the German games industry: whereas the number of games companies in the core market has increased by 26 per cent over the past two years, the rate of growth in the number of employees during this same time span has been lower, at just under 12 per cent. Following a decline in the previous year, the games industry’s extended labour market also recovered somewhat: the estimated number of people employed here increased by nearly 6 per cent to 17,048. This extended labour market includes people employed by service providers, retailers, educational establishments, the media and the public sector in connection with the games industry. In total, the German games industry currently therefore secures more than 28,000 jobs.

The upswing in the German games industry continues: the increase of 26 per cent in the number of companies in just two years shows that Germany is on the right track as it strives to improve its attractiveness as a games location. Many of the positive impacts of the relatively new federal support programme for the games industry have yet to show up in the statistics, because most games are the result of a multi-year development process. Even so, growth in the number of companies and in their employees already offers us evidence of the industry’s high level of confidence that this upswing is going to last, particularly if policymakers continue to take the decisions necessary to continue this course,’ said Felix Falk, Managing Director of game.

Another year of strong growth for the German games market

Sales revenue from computer and video games and associated hardware is currently experiencing even stronger growth than that enjoyed by numbers of companies and their employees: following a historic 2020 performance with a 32 per cent jump in sales, sales revenues in the German games market continued to rise significantly in 2021 with a total of approximately 9.8 billion euros in sales revenue generated by games, games hardware and fees for online gaming services – an increase of 17 per cent compared to the previous year. Sales revenue from computer and video games grew by 19 per cent to about 5.4 billion euros, due among other things to increases in in-game and in-app purchases. Sales revenue from games hardware has also grown, by 18 per cent overall to about 3.6 billion euros. Demand for games consoles and gaming PC accessories was particularly strong.

About the market data

The online directory gamesmap.de records developments in the German games industry on an ongoing basis. game continuously calculates the industry’s employment situation in Germany using detailed industry observations and research, together with appropriate projections and surveys of experts.

The market data is based on statistics compiled by the GfK Consumer Panel and data.ai. The methods used by GfK to collect data on Germany’s digital 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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Central Europe

TOM CLANCY’S RAINBOW SIX® SIEGE OPENS UP FOR BEGINNERS WITH VISEGRAD COMMUNITY CUPS

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TOM CLANCY’S RAINBOW SIX® SIEGE OPENS UP FOR BEGINNERS WITH VISEGRAD COMMUNITY CUPS
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Starting Saturday, August 20th players from Poland, Czech Republic, Slovakia, and Hungary can compete in weekly Rainbow Six Siege tournaments on PC

Today, Ubisoft Poland announced that – through their collaboration with global esports platform Challengermode – Tom Clancy’s Rainbow Six® Siege will be joining a series of weekly PC tournaments dedicated to beginners from Visegrad Group starting August 20nd. Expanding on its previous work with Challengermode on the V4 Masters – Nationals level tournaments – Ubisoft continues its efforts to develop Rainbow Six Siege’s grassroots competitions – open to all with weekly tournaments.

Kamil Ściana, Brand Marketing Manager CEE at Ubisoft said: “Our main goal with this new series of tournaments is to further open up the Rainbow Six Siege esports scene to players of all levels, bridging the gap between casual multiplayer and the more professional esports space where players can regularly compete for real prizes. Working with Challengermode has made the set-up and participation in these tournaments seamless and easy to scale for as many players as want to compete from the Visegrad region, and we look forward to working with them further on tournaments that will keep players coming back to enjoy Rainbow Six Siege in the months and years ahead.”

Patrik Jackiewicz, Senior Partnerships Manager at Challengermode added: “We’re delighted to be working with Ubisoft to bring Tom Clancy’s Rainbow Six Siege grassroots esports initiative to life on Challengermode. Together with one of the most popular IPs in the world we are creating a bedrock ground for players looking to ascend to higher tiers of Ubisoft-endorsed tournaments, which aligns perfectly with Challengermode’s goal of making esports truly accessible for all. We look forward to working closely with Ubisoft on this series of weekly competitions and other collaborations in future.”

Players from Poland, Czech Republic, Slovakia, and Hungary can register now through Challengermode’s esports platform, and prepare to compete for in-game credits to purchase newest operators, uniforms, weapon skins, charms and more. These weekly competitions will give the Tom Clancy’s Rainbow Six Siege esports hopefuls the chance to level up their skills by playing like the pros in a structured competitive experience – all on one centralized platform.

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