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New Study Shows Gamers & Game Developers Eager for a Free Market Virtual Item Economy

George Miller

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New Study Shows Gamers & Game Developers Eager for a Free Market Virtual Item Economy
Reading Time: 4 minutes

 

86% of Game Developers Believe Tradeable Virtual Items Will Be Even More Important in Future Games

 

Video gaming has become much more than a hobby for players worldwide. From professional eSports teams to lucrative streaming careers, the gaming industry has evolved tremendously over the past decade. Today, there are roughly 2 billion global gamers who spend over $100 billion on gaming every year, and the majority of this revenue stems from the purchase of in-game items. For example, Fortnite has generated $1 billion in revenue entirely from in-game purchases. While the amount of money players spend on these digital items is staggering, in most cases, the game creators retain ultimate control over what players can and cannot do with the items they purchase. For example, many prohibit the transfer of item ownership and restrict item’s use to a certain game or platform. They can also revoke or ban access to the gamer’s items at their discretion – regardless of how much money the player spent on them. In the end, gamers do not truly own the content that they purchase.

True Ownership – A Future that Appeals to Both Players and Game Creators
To examine this ecosystem in-depth, Worldwide Asset eXchange™ (WAX) commissioned a study of 500 game developers and 1,000 video gamers in the United States. WAX’s study found that the video gaming community wants more freedom and flexibility over their in-game virtual items, a concept known as true ownership of in-game items. Interestingly, it is not just gamers – game developers want this future too.

True ownership of in-game items – defined as allowing players to buy, sell, trade and use their items with no restrictions from third parties – enables a free-moving virtual items market.

Blockchain Technology Makes True Ownership Possible – and Billions of Dollars’ Worth of Items Even More Valuable
Thankfully, the inception of blockchain technology is radically changing the status quo of video gaming and outdated ownership protocols. And the WAX Blockchain is purpose-built to make true ownership of in-game items a reality. WAX’s study found that game creators are currently missing out on a valuable market segment by failing to enable true ownership of digital items.

For example, 68% of gamers said that they feel players deserve to truly own the items they purchase. Combine that with the 66% of game developers who said virtual items are a pivotal component of their game’s monetization strategy and item value is being suppressed by publisher or developer control. While in-game items currently play a key role for game developers, 86% believe tradeable virtual items will be even more important in future games than they are today.

Gamers and game developers alike see the benefits of allowing players to freely buy, sell and trade their virtual items. According to the survey, 69% of game developers believe when items are freely tradeable, it increases the value of those items, and 62% of gamers feel having the flexibility to transfer virtual items from game-to-game would make spending money on those items more worth it.

And, nearly three-fourths of gamers said they would purchase virtual items if they could use them in multiple games – which is made possible by true ownership. Of game developers surveyed, 84% would create cross-compatible in-game items if the technology allowed them to do so.

“True ownership of digital items is the future of video games. Players and game developers are both eager for a free-moving virtual item market, and the community’s interest will shift towards games that offer this,” said William Quigley, CEO of WAX. “By enabling cross-compatibility, which is made possible by true ownership, game developers can stand out from the millions of free-to-play games created every month and attract the most valuable segment of players to try out their game.”

The Future of True Ownership
WAX found that over half of game developers cited marketing as the highest unforeseen expense in game development. Developers are starting to see true ownership of items for what they could be in the future – the perfect customer acquisition tool. Developers of free-to-play games that enable cross-compatibility of items will attract players who are already proven to purchase in-game items. Since they’re proven to be purchasers of in-game items, they have a much higher propensity to buy more from a new game than players who never spend money on in-game items.

Moving forward, as companies search for new ways to keep their community engaged, it is clear their adoption of blockchain technology and true ownership will play a key role in their success. WAX’s study shows that the emerging market for true ownership of digital items is too important to ignore and the video game community is looking for platforms that offer these opportunities. With WAX’s purpose-built blockchain technology, this future is finally becoming a reality.

 

About WAX (Worldwide Asset eXchange)
WAX is the world’s first blockchain built for global e-commerce. WAX’s patent-pending blockchain e-commerce platform is the safest and most convenient way to create, buy, sell, and trade virtual items – to anyone, anywhere in the world. The world of digital ownership today is defined by its restrictions. WAX is building a future to where it will be redefined by its freedom. WAX is creating a full suite of blockchain-based tools that allows anyone to trade digital or even physical items instantly and securely, to anyone, anywhere. Participants of the Worldwide Asset eXchange gain access to a global community of collectors and traders, buyers and sellers, creators and gamers, merchants and game developers.

Worldwide Asset eXchange™, WAX are trademarks and the sole property of Worldwide Asset eXchange. All other registered or unregistered trademarks are the sole property of their respective owners.

 

Source: WAX

George Miller started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

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Codere Appoints Luis Sánchez Serrano as Corporate Director of Technology and Digitalisation

Niji Narayan

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Codere Appoints Luis Sánchez Serrano as Corporate Director of Technology and Digitalisation
Photo Source: 1businessworld.com
Reading Time: 1 minute

 

Gambling group Codere has appointed Luis Sánchez Serrano as the Corporate Director of Technology and Digitalisation. Luis Sánchez will report directly to the Group’s general director, Vicente Di Loreto.

Luis Sánchez has more than 23 years of experience, mainly in the banking industry, in companies such as Liberbank, Bankinter, Banco Espirito Santo, has proven capabilities in the design and implementation of transformation projects, innovation and digitalisation of organisations , as well as a broad strategic and transversal vision of the main processes and technological solutions of the market.

“This incorporation strengthens our team and consolidates the strategy of change and transformation undertaken in our group to continue fulfilling our commitment to the client and creating value,” Vicente Di Loreto said.

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Pollard Banknote Adds GALAGA™ to its Portfolio of Licensed Brands

Niji Narayan

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Pollard Banknote Adds GALAGA™ to its Portfolio of Licensed Brands
Reading Time: 1 minute

 

Pollard Banknote Limited has added the classic arcade game GALAGA™ to its portfolio of licensed brands. Under an agreement with BANDAI NAMCO Entertainment America Inc., Pollard Banknote will offer GALAGA™ branded instant tickets to its lottery clients. Pollard Banknote’s suite of licensed brands includes several powerhouse arcade games from the early 1980s.

As per the agreement, Pollard Banknote will leverage the GALAGA™ signature logo and colourful pixilated icons for eye-catching ticket designs and promotional merchandise. The ticket artwork will utilise distinctive GALAGA™ imagery to mimic the game’s acclaimed playstyle. GALAGA™ branded merchandise, including full-sized vintage arcade games, will be available to lotteries for social media contests and second chance draws.

“Pollard Banknote’s retro arcade brands have captivated lottery players around the globe, and we are confident that GALAGA™ will give players more of the classic arcade look and feel they love. We look forward to helping lotteries bring GALAGA™ to market, supported by our 360˚ approach to marketing and promotional programs that promote player excitement and engagement,” Brad Thompson, VP of Sales and Marketing at Pollard Banknote said.

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Evolution Gaming: Interim report January-June 2019

George Miller

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Evolution Gaming: Interim report January-June 2019
Reading Time: 3 minutes

 

Evolution released today its Interim Report for January-June 2019.

 

Second quarter of 2019 (Q2 2018)

  • Operating revenues increased by 45% to EUR 85.7 million (59.3)
  • EBITDA increased by 63% to EUR 42.7 million (26.2), corresponding to a margin of 49.8% (44.2)
  • Profit for the period amounted to EUR 34.5 million (20.1)
  • Earnings per share amounted to EUR 0.19 (0.11)

January-June 2019 (1H 2018)

  • Operating revenues increased by 49% to EUR 165.0 million (110.8)
  • EBITDA increased by 63% to EUR 78.6 million (48.1), corresponding to a margin of 47.7% (43.4)
  • Profit for the period amounted to EUR 63.1 million (36.7)
  • Earnings per share amounted to EUR 0.35 (0.20)

Comments from CEO Martin Carlesund:

“Evolution’s strong development continues, and we can report continued high growth and further improved margin in the second quarter. 2019 is a year of product and innovation, and during the period, we have launched all this year’s new games. The response has been instant, and we are overwhelmed by the positive reception among both players and operators. Our aim in the development has been to create games that attract new player types and to expand the Live vertical into new segments, and so far, we are very happy with the outcome. All games, from the new titles within the Game Show category to the dice games, find their audiences and we see a significant increase in the number of players. The new games are not as staff intensive as the traditional table games, which in combination with a generally high efficiency in all studios contribute to the margin development. The extended portfolio also contributes to the revenue growth, but it is important to note that most of our revenues continue to derive from our core games and that the new games are still in an early stage post-launch. However, all new titles contribute to a generally higher interest in Live Casino and we believe that the Live vertical will continue to grow its share of the total online casino market. When the Live vertical grows, we take market shares – as do our customers with access to the new games.

Revenues amounted to EUR 85.7 million, which is 45 percent higher than the corresponding quarter last year. EBITDA amounted to EUR 42.7 million with a margin of 49.8 percent, which is the highest margin recorded so far in a single quarter. In the first half of the year, the margin was 47.7 percent, and we expect to be able to sustain this level in the second half as well which is why we increase our expected margin range to 47-49 percent for the 2019 full year.

The positive market development continues. The Nordics are growing, however at a somewhat slower pace as the Swedish market now is normalising following the intense start to the year as a result of the new gaming legislation. The UK continues to stabilise and is growing compared to the corresponding quarter last year. Both Rest of Europe and Rest of World also exhibit favourable growth.

Going forward, we will continue to invest in the development of both additional game shows and other innovative product types, as well as table games to meet the overall demand for Live. We also continue to invest in our studios. During the quarter, we have transferred the first tables to the new Malta studio, while also expanding the studio in Georgia. In addition, we have initiated a doubling of the capacity in New Jersey. We will also strengthen our presence in the US further and have started the planning for the construction of a studio in Pennsylvania. All in all, investments for the 2019 full year in absolute numbers will be somewhat higher than in 2018. It is imperative for us to meet the demand for Live, to continue to enable innovation within the company and to constantly increase the gap to competition. Connected to this, it is important to remember that in a case where we must prioritise, we will always put growth before margins.

During the first half of the year, we have laid the foundation for Evolution’s continued leadership in Live Casino. A proof of this was when we received the award as Live Casino Supplier of the Year for the tenth consecutive year at the EGR B2B Awards in June. The award goes straight to all our employees. I am immensely proud of everyone’s achievements so far this year, and the innovation power they possess creates confidence for the future.

Since Evolution’s inception, we have had a paranoid approach to our development, and given all achievements so far in 2019 I would like to conclude these comments by pointing out that we are never fully satisfied, we never sit back and each day, we fight to become a little bit better.”

 

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