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Global gaming market is expected to grow to an estimated value of $268.8 billion by 2025

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Global gaming market is expected to grow to an estimated value of $268.8 billion by 2025
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In the early 2010s, live game streaming a rise in prominence with the launch of Twitch.tv, this trend then grew to include Facebook, YouTube and other services. A high number of people are spending their time online, it is not hard to see how this is becoming a growing trend, not only for entertainment purposes, but also the monetary incentive that this unique opportunity brings. The global gaming market is expected to grow to an estimated value of $268.8 billion by 2025 which is up from $178 billion in 2021.

David Winter, in charge of PartyCasino’s live casino comments that, “Online game play has become an escape for both player and watcher. We are seeing a big shift in the way that gamers are creating and consuming content. Online gaming is a fun way to boost your brain activity, and improve your skills, however users always have to play with caution.”

While the online streamers are urged by the possible revenue that they could make from this lucrative business model, viewers also account for a large majority and boom in popularity for online game streaming.

In a 2019 survey, 44 percent of internet users worldwide aged between 16 and 24, stated that they watched live streams. The growth in online game viewership increased significantly with a staggering 1.2 billion watchers recorded in 2020. Accessing live game streams has been made easier not only through internet technologies, but also streaming services that cater specifically to this market of online gamers.

Online game watchers are just as important to the success of online game streamers, Statista reported that more than half of UK gamers use YouTube Gaming as opposed to 42% who use Twitch. On the other hand, 31% stated that they used Facebook Gaming, while 16% and 14% of respondents streamed games on Caffeine and Dailymotion Games.

The global esports audience will reach 532 million by the end of 2022. The number of esports enthusiasts is set to reach 261.2 million, while occasional viewers will make up 270.9 million. The esports audience will reach 640.8 million by the end of 2025, with a 2020-2025 CAGR of +8%.

Asia

“MPL launches India’s first multi-game Loss Protection initiative for a risk-free gaming experience”

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MPL, one of the world’s largest mobile and skill gaming platforms, has announced India’s first ever multi-game Loss Protection policy that is aimed at safeguarding the interest of the players. With this policy, gamers can claim a refund of up to 100% of the net loss that they may have incurred after playing 10 gameplay sessions with specified thresholds. This initiative is a great step in enabling users to play some of the most popular titles on the platform while keeping their financial security in mind. The loss protection initiative will be available for activation during MPL’s marquee gaming festival, Diwali Lakhpati Party, and will help users enjoy a great  gaming experience during the festive season.

This first of its kind initiative in the gaming industry is aligned with MPL’s player-first approach that shows the company’s commitment towards offering  a safe and secure gaming experience. This will also enable the players to concentrate on the gameplay without having to worry about the probability of losing money.

Through this program, once a user activates this policy, they can avail the option of claiming a refund of their net loss, if incurred, after 10 gameplay sessions. The policy covers select titles which are some of the top games like Poker, Ludo, Fantasy, Carrom, Block Puzzle, etc. The procedure for activating the insurance entails a successful KYC verification and the amount is directly refunded to the users’ MPL wallet. Gamers need to submit their claims on the app to avail the offer.

Commenting on the launch, Namratha Swamy, Country Head – India, MPL, said, “At MPL, we are committed to offering best-in-class gaming experience to our users always. We feel the Loss Protection policy is a great initiative that can foster safe and risk-free gameplay and is aligned with our player- first approach. With this, we hope our users can enjoy a great festive season and play their favorite games on the platform without having to worry about losing money”.

The MPL Diwali Lakhpati Party, which will run from today until October 31, presents many opportunities for players to try their hand at skill gaming and claim grand cash rewards.  The marquee gaming gala, with a total value of Rs 40 crore, will see more than six million gamers with 10,000 users expected to win every hour.

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Gaming

Shutdown of Stadia – Comment from Cloud Gaming Platform Antstream Arcade

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Steve Cottam, CEO of cloud gaming platform Antstream Arcade, commented the following on the subject of Google Stadia’s shutdown:

“While not so long ago the death of Google Stadia would have been sending shockwaves around the cloud gaming industry, the writing has been on the wall for quite a while. The space has evolved and grown rapidly since the service’s launch in 2019, and with Xbox and Nvidia releasing user figures of over 10 million for their streaming services, it was obvious that Stadia’s offering had fallen behind the curve.”

“Stadia will be remembered for much longer than it existed for as a proof point that cloud gaming services live and die on their catalogues. Other big tech companies who have started their own cloud gaming initiatives – with few ties to the games industry – will rightly see this as an indicator about what gamers really want when it comes to value, accessibility, and catalogue in cloud gaming.”

 

Antstream Arcade is a cloud gaming platform with the world’s largest library of fully playable, fully licensed games from the arcade era and beyond – currently sitting at 1,500 titles.

Antstream is on a mission to make these games as accessible as possible to the modern gaming audience. That’s why each of the 1,500+ games on Antstream Arcade is completely free to play, removing the traditional  cost barrier to engaging with gaming’s vibrant history.

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Gaming

Quadrant revealed as Halo Championship Series partner

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Quadrant’s partnership with the Halo Championship Series forms part of 343 Industries’ Halo partnership programme, and will include in-game Quadrant skins and unlockables.

Quadrant has today (Thursday 29th September) revealed it will become a partnered team within the Halo Championship Series (HCS).

Founder and CEO Lando Norris will be wearing a Master Chief inspired race helmet in all sessions of the Singapore Grand Prix (30th September – 2nd October) to commemorate the occasion. A 1:2 scale version of the helmet will be released simultaneously and sold across the GP weekend as Quadrant looks to bridge the gap between both the esports and motorsport worlds. Quadrant skins and unlockables will also be available early in Year 2 of the HCS season in 2023.

From in-game items to event activations and hosted tournaments, teams on the Halo partnership programme have great opportunities to build closer relationships with their fan bases and expand their offering to their communities. Quadrant joins the likes of global esports powerhouses FaZe Clan, Optic Gaming and Cloud9 as partnered teams in HCS. Teams play a critical role in maintaining a strong esports ecosystem and Quadrant will be looking to bring its fresh approach to the fore and attract more eyeballs to one of the world’s most historic gaming franchises.

Since embarking on a journey in competitive esports in late 2021, Quadrant has become one of Europe’s leading Halo teams, having signed a top-tier squad of French powerhouses including Sebastien ‘TchiK’ Darriet, Norwen ‘SLG’ Le Galloudec, Paul ‘Nurix’ Villemont and Jordan ‘Shad’ Boyaval.

Lando Norris, Founder & CEO of Quadrant, commented: “It’s really exciting for us to announce that we’ve become a partnered team in Halo. The whole team has worked incredibly hard to get to this stage, and I’m really proud of the success our roster has had this season. I’ve watched almost every tournament game and scrim over the past few months and it’s been awesome to be a small part of their journey in the HCS so far.

“Being able to see our own Quadrant skins and items available in-game is surreal and for our first game to be such a historic title as Halo just shows how far we have come as a company in such a short space of time.”

Tahir “Tashi” Hasandjekic, Esports and Viewership Lead at 343 Industries/Microsoft, said: “The initial success of Halo Infinite esports has been unprecedented in the franchise’s history and we’re thrilled to be adding a team with the calibre of Quadrant, who have already invested heavily in the Halo community and ecosystem.

“Their driven leadership has a clear vision, and we believe in the long-term potential for this partnership to elevate both Quadrant and Halo Infinite by delivering epic entertainment to fans around the globe.”

Jamie MacLaurin, Chief Gaming Officer of Quadrant, added: “We are delighted to have been accepted onto the HCS partner programme. This is a huge moment for Quadrant – to be rubbing shoulders with some of the biggest names in esports in just our first year as a competitive esports organisation says a lot about the work we have been doing behind the scenes. We hope to bring something unique to the programme and we look forward to working closely with the Halo franchise in the months and years ahead.”

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