team-atk-oshun-excels-at-2024-online-championships-held-on-13-april-2024

Team ATK Oshun excels at 2024 Online Championships held on 13 April 2024

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Mind Sports South Africa’s (MSSA) 2024 Online Championships held on 13 April 2024 showed sterling results.
The championship was yet another chance for many esports athletes to qualify for MSSA’s National Team Trials to be held on 25 May 2024 at which the team will be selected to officially represent South Africa at the African Qualifiers which lead up to IESF’s 16th World Esports Championships to be held in Riyadh, Saudi Arabia in October and November 2024..

All Registered Players who have finished in the top three places, or the top 20% – whichever is greater, are entitled to enter trials.

However, it must be remembered that all players must have a valid passport to participate in the National Team Trials.

It was indeed exciting to watch just how much all the female teams have improved.

Team ATK Oshun (ATK Club Sport) being a female team astounded all with their skill and sportsmanship. The team demolished all ATK Club Sport opposition to ultimately won the premier event overall and qualify for the National Team trials to be held on 25 May 2025.

IESF’s 15th World Championships will be played to the following titles:

  • Counter-Strike 2
  • Counter-Strike 2 – Female division
  • DotA 2
  • eFootball
  • Mobile Legends, Bang Bang
  • Mobile Legends, Bang Bang – Female division
  • PUBGM

The high standard of play saw 37 Registered Players from six provinces being awarded Provincial Colours. Only Limpopo, Free State, and Northern Cape did not have Registered Players who did not earn provincial colours.

Title Name of player/team Club Provincial Colours awarded
Clash Royale – Premier Johan Coetzee Middies Mpumalanga
Clash Royale – High School Aryan Maharaj PR0NHS
Counter Strike: 2 ATK Oshun
Kaylee Ludick ATK Club Sport Gauteng
Jessica Eleez Greeff ATK Club Sport Gauteng
Christin Brazier ATK Club Sport Gauteng
Megan van der Westhuizen ATK Club Sport Gauteng
Kayhla Rose Calder ATK Club Sport Gauteng
DotA – Premier ZAG DOTA 1
Suhail Khan ZAG Academy Gauteng
Travis John Waters ZAG Academy Western Cape
Mark Kilian Lehle ZAG Academy Gauteng
Mohammad Dhooma ZAG Academy Eastern Cape
Nicholas Dammert ZAG Academy Gauteng
eFootball – Premier Aslam Parker PES Society Gauteng
FIFA 24 – High School Daiyaan Hendricks PES Society Western Cape
Mobile Legends – Premier
Mavericks
Matthew Tatalias Mavericks Gauteng
Damian Bransby Mavericks Western Cape
Preshan Pillay Mavericks Gauteng
Mohammad Azhar Ansari Mavericks KwaZulu Natal
Taygan Gabriel Mavericks KwaZulu Natal
Luke Green Mavericks Western Cape
Mobile Legends – Premier – Female
AHG
Je’nielle Cavanagh PES Society Western Cape
Inez Pringle PES Society Western Cape
Salma Parker PES Society Western Cape
Ra’isha Prout PES Society Western Cape
Fatimah Prout PES Society Western Cape
Mia Anthony PES Society Western Cape
PUBGM
Team uEnvy
Richard Henry ZAG Academy Eastern Cape
La-eeq Arendse ZAG Academy Western Cape
Kyle Dudley ZAG Academy Western Cape
Clayton Leak ZAG Academy Western Cape
Rocket League – Premier – 1 v 1 – Premier Nathan Strange Hoërskool Klerksdorp
Rocket League – Premier – 1 v 1 – High School Luther Peens Hoërskool Klerksdorp
Street Fightter V – Premier Marnus van der Merwe Hoërskool Klerksdorp North West
Tekken 8 Stasch Cloeta Team PlayBell Western Cape
Valorant – Premier
TuksValorant
Tapiwanashe Keith Matema TuksEsports Gauteng
Kyle Halvorsen TuksEsports Gauteng
Jaden Connor Swarts TuksEsports Gauteng
Ronald James Tyler Wheeldon TuksEsports Gauteng
Alejandro Luca Sartini-Kruger TuksEsports Gauteng
Armand Pierre van der Colf TuksEsports Gauteng
Sportsmanship Award Je’nielle Cavanagh PES Society

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aurora-gaming-crowned-champions-of-$350,000-skyesports-masters-2024,-earns-spot-in-skyesports-championship

Aurora Gaming Crowned Champions of $350,000 Skyesports Masters 2024, Earns Spot in Skyesports Championship

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Aurora Gaming has been crowned the champions of the Skyesports Masters 2024, defeating OG 3-1 in an intense Grand Finals. With this victory, the team will take home $105,000 of the $350,000 prize pool and secure a slot in the next tournament of the 2024 Skyesports Counter-Strike 2 roadmap, the Skyesports Championship 2024.

The Skyesports Masters 2024 took place from April 8 to 14, featuring eight teams from India and Europe competing for the lion’s share of the substantial prize pool.

Coming in after a first-place finish at the Skyesports Grand Slam 2024 in Pune, India, last month, Aurora Gaming were on a hot streak and favored to win it all. The Siberian team had a dominant run throughout the upper bracket, achieving first place.

Facing Aurora in the Grand Finals was OG. The team had already lost to Aurora in their opening game of the Skyesports Masters and had to navigate through a high-stakes lower bracket, eliminating ENCE, Ninjas in Pyjamas, BIG, and BetBoom to reach the Grand Finals.

Aurora proved to be the stronger team this time as well, with a decisive 3-1 finish. The map-wise results were as follows:

● Anubis: 13-6 (Aurora Gaming)

● Mirage: 11-13 (OG)

● Ancient: 13-10 (Aurora Gaming)

● Overpass: 13-3 (Aurora Gaming)

In a post-match interview, Aurora’s Evgeniy “Norwi” Ermolin expressed gratitude to the team’s fans, stating, “I am feeling really good; we played really well today. Thank you for watching, for the support, and for everything. We will continue trying our best and look forward to playing some LAN.”

The Skyesports Masters 2024 reached a peak viewership of 41,833, a significant increase from the previous year, according to Esports Charts. Counter-Strike esports in India was given a revival through the 2023 and inaugural edition of the Skyesports Masters, the Playoffs for which happened in Bangalore, India. Skyesports has also announced that the Skyesports Masters will return for its third edition in the summer of 2025 with a six digit prize pool.

With this victory, Aurora Gaming has secured a slot in the Skyesports Championship 2024, the details of which will be announced later. It’s the next tournament in Skyesports’ 2024 Counter-Strike 2 esports roadmap, which has paved the way for international teams to look at the tournaments as viable IPs for them to participate in.

Commenting on the Skyesports Masters 2024, Shiva Nandy, Founder and CEO of Skyesports, said, “Congratulations to Aurora Gaming for winning the Skyesports Masters 2024. With more than 40,000 concurrent viewers, the tournament has made a significant impact in the global Counter-Strike 2 esports ecosystem, and I couldn’t be more excited for the future. Up next, we will bring another elite tournament, the Skyesports Championship 2024, which will be the sixth edition of this IP and the first time that Counter-Strike 2 will be a part.”

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asia-pacific-sports-betting-market-report-2024-2030,-featuring-dafabet,-sbobet,-1xbet,-tab,-crownbet,-ubet,-sports-toto-malaysia,-mansion88,-12bet-and-w88

Asia-Pacific Sports Betting Market Report 2024-2030, Featuring Dafabet, SBOBET, 1xBet, TAB, CrownBet, UBET, Sports Toto Malaysia, Mansion88, 12BET and W88

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The “Asia-Pacific Sports Betting Market Size, Share & Trends Analysis Report by Platform, Type, Sports Type (Football, Basketball, Baseball, Horse Racing, Cricket, Hockey, and Others), Region, and Segment Forecasts, 2024-2030” report has been added to ResearchAndMarkets.com’s offering.

The Asia Pacific sports betting market size is anticipated to reach USD 60.34 billion by 2030. The market is expected to expand at a CAGR of 11.5% from 2024 to 2030. The increasing penetration of the internet and smartphones drives the demand for sports betting in the Asia Pacific. The accessibility and convenience offered by these technologies have led to a surge in online sports betting platforms, attracting a wide range of enthusiasts from diverse demographics. In addition, the rise of digital payment systems has facilitated seamless transactions, encouraging more individuals to participate in sports wagering activities.

The COVID-19 pandemic negatively impacted the Asia Pacific sports betting market due to the widespread cancellation or postponement of sporting events across the globe due to lockdowns, travel restrictions, and social distancing measures implemented to restrain the spread of the virus. For instance, the Olympic Games Tokyo 2020, initially scheduled for 24 July to 9 August 2020, was postponed due to the pandemic. The postponement of such big sporting events restrained the growth of the Asia Pacific sports betting market during the pandemic.

Moreover, the growing popularity of alternative betting options such as virtual sports, esports, and fantasy sports has diversified the offerings within the sports betting market, appealing to a broader audience base. As these non-traditional forms of betting gain traction among younger demographics, sports betting operators are investing in expanding their product portfolios to cater to evolving consumer preferences and market trends. The fantasy sports platforms allow users to create virtual teams composed of real-life athletes and compete against each other based on the players’ actual performance in sporting events. These alternative betting options enhance the overall betting experience and offer opportunities for bettors to engage with sports in innovative and interactive ways, thus fueling the growth of the sports betting industry in the Asia Pacific region.

Asia Pacific Sports Betting Market Report Highlights

  • Based on the type of betting, the fixed odd wagering segment accounted for the highest revenue share of 24.7% in 2023 owing to the increasing popularity of fixed odds wagering due to the transparent way of betting based on the odds set by bookmakers, which allows bettors to choose from various options
  • Based on the platform, the online segment dominated the market in 2023 and is also expected to grow at a significant CAGR over the forecast period. This shift towards online sports betting in the Asia Pacific can be attributed to secure payment options and the ability to manage accounts online
  • In terms of sports type, the horse racing segment accounted for the largest revenue share in 2023. The increasing globalization of horse racing events and the integration of international races into local betting markets have contributed to the expansion of sports betting on horse racing in the Asia Pacific
  • China held the largest share of 22.8% in the Asia Pacific region in 2023 and is expected to grow at a significant CAGR during the forecast period. Moreover, the liberalization of gambling regulations in some areas of China, such as Macau and Hainan Island, has created new opportunities for the growth of sports betting

Key Attributes:

Report Attribute Details
No. of Pages 80
Forecast Period 2023 – 2030
Estimated Market Value (USD) in 2023 $28.09 Billion
Forecasted Market Value (USD) by 2030 $60.34 Billion
Compound Annual Growth Rate 11.5%
Regions Covered Asia Pacific

Key Topics Covered:

Chapter 1. Methodology and Scope

Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights

Chapter 3. Asia Pacific Sports Betting Market Variables, Trends & Scope
3.1. Market Lineage Outlook
3.1.1. Parent market outlook
3.1.2. Related/ancillary market outlook
3.2. Market Dynamics
3.2.1. Market driver analysis
3.2.1.1. Increasing adoption of mobile phones and rising internet penetration
3.2.1.2. Growing number of sporting events and leagues
3.2.2. Market restraint analysis
3.2.2.1. High competition from international as well as domestic companies
3.2.3. Market opportunity analysis
3.2.3.1. Increase in the disposable of middle-income groups
3.3. Asia Pacific Sports Betting Market Analysis Tools

Chapter 4. Asia Pacific Sports Betting Market: Platform Estimates & Trend Analysis
4.1. Platform Market Share, 2023 & 2030
4.2. Segment Dashboard
4.3. Asia Pacific Sports Betting Market by Platform Outlook
4.4. Market Size & Forecasts and Trend Analyses, 2018 to 2030 for the following
4.4.1. Offline
4.4.2. Online

Chapter 5. Asia Pacific Sports Betting Market: Type Estimates & Trend Analysis
5.1. Type Market Share, 2023 & 2030
5.2. Segment Dashboard
5.3. Asia Pacific Sports Betting Market by Type Outlook
5.4. Market Size & Forecasts and Trend Analyses, 2018 to 2030 for the following
5.4.1. Fixed odds wagering
5.4.2. Exchange Betting
5.4.3. Live/In Play Betting
5.4.4. eSports Betting
5.4.5. Others

Chapter 6. Asia Pacific Sports Betting Market: Sports Type Estimates & Trend Analysis
6.1. Sports Type Market Share, 2023 & 2030
6.2. Segment Dashboard
6.3. Asia Pacific Sports Betting Market by Sports Type Outlook
6.4. Market Size & Forecasts and Trend Analyses, 2018 to 2030 for the following
6.4.1. Football
6.4.2. Basketball
6.4.3. Baseball
6.4.4. Horse Racing
6.4.5. Cricket
6.4.6. Hockey
6.4.7. Others

Chapter 7. Asia Pacific Sports Betting Market: Regional Estimates & Trend Analysis
7.1. Regional Market Share Analysis, 2023 & 2030
7.2. Regional Market Dashboard
7.3. Global Regional Market Snapshot
7.4. Market Size, & Forecasts Trend Analysis, 2018 to 2030:
7.4.1. China
7.4.2. India
7.4.3. Japan
7.4.4. South Korea
7.4.5. Australia
7.4.6. Philippines

Chapter 8. Competitive Landscape
8.1. Recent Developments & Impact Analysis, By Key Market Participants
8.2. Company/Competition Categorization
8.3. Vendor Landscape
8.4. Company Profiles

  • Dafabet
  • SBOBET
  • 1xBet
  • TAB
  • CrownBet
  • UBET
  • Sports Toto Malaysia
  • Mansion88
  • 12BET
  • W88

For more information about this report visit researchandmarkets.com

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honor-of-kings-set-to-launch-india-version-in-june-2024

Honor of Kings set to launch India version in June 2024

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Honor of Kings, a multiplayer online battle arena (MOBA) title developed by Level Infinite (Tencent), is likely to launch in India in June 2024.

The launch will take place via a rebrand of Clash of Titans, an existing MOBA available in India that is published by Actoz SG, a Singapore-based publisher. Actoz SG and its parent, the Korea-based Actoz Soft, are reportedly controlled by the China-based Shengqu Games. Our past research showed that Tencent had signed an agreement with Actoz SG to operate the game in India, after Arena of Valor was banned by regulators.

Currently, Honor of Kings is available in regions including MENA, Turkey, Eastern Europe, and South Asia (excluding India). The move to publish Honor of Kings through the Singapore entity is likely being taken to satisfy the Indian government’s concerns over data privacy and national security.

Since 2020, India has banned several Chinese-owned or developed games, including Battlegrounds Mobile India (BGMI). However, the ban on the battle royale title has since been lifted, with BGMI being published via South Korea’s Krafton.

Source: Nico News

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global-esports-and-santanu-hazarika-collaborate-to-design-an-exclusive-valorant-championship-tour-jersey

Global Esports and Santanu Hazarika collaborate to design an exclusive Valorant Championship Tour jersey

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Breaking barriers between art and gaming, a leader in South Asia’s gaming scene, Global Esports (GE) and established multidisciplinary artist Santanu Hazarika have come together to design a one-of-its-kind jersey for GE’s Valorant Championship Tour (VCT) roster. This exclusive limited-edition jersey drop is set to mark a digital renaissance in the dynamic Indian art and gaming landscapes.

The collaboration between the esports organisation and the artist is an endeavour to break the norms and reinvent the idea of how an esports jersey should look. It showcases Santanu elevating the typical plain, functional ‘team uniform’ for GE’s VCT squad by adding a distinct style quotient to it. The new jersey design perfectly embodies the convergence of art and the esports revolution of India.

Rushindra Sinha, CEO and Founder of Global Esports mentioned, “Our jersey design has been based on our brand colours for the last decade. Generally, jerseys are looked at from the perspective of it being a uniform, and no one has really thought about disrupting it. However, we wanted to do something different. We wanted it to be a work of art while also looking at adding an element of fashion. That’s where Santanu stepped in to add his unique layer of art.”

He further added, “What makes this collaboration even more exciting is that this is perhaps an opportune way to own an exclusive Santanu Hazarika artwork. I believe this adds an evolutionary value to our jerseys!”

For designing the jersey, Santanu primarily drew inspiration from the ‘GE Lion’ depicted in Global Esports’ VCT Player Card. The ‘GE Lion’ has now been transformed into a visceral, sublime and surreal form of clothing piece in the three GE colours, reflecting the artist’s signature style. Furthermore, the jersey is representative of the team reinventing their gameplay as well as their ethos, vision and victory.

Commenting on the collaboration, Santanu Hazarika said, “I have always been inspired by gaming as an artist since I was a child. And I am a gamer myself! I instantly connected with the GE team as we both have a common ground when it comes to pop culture and gaming. They enabled me to explore a whole new world of how big esports is, which helped me incorporate elements of gaming, fashion and art together for a jersey different from anything else the esports world has ever seen.”

The specially created jersey is a testimony to GE’s commitment to pushing the envelope across diverse aspects of gaming and building an enduring esports legacy on the world stage.

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fbm-shortlisted-for-“casino-supplier-of-the-year”-at-the-global-gaming-awards-asia-pacific

FBM® shortlisted for “Casino Supplier of the Year” at the Global Gaming Awards Asia-Pacific

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FBM®, the leading casino gaming brand in the Philippines, has been shortlisted for the “Casino Supplier of the Year” distinction at the Global Gaming Awards Asia-Pacific 2024. The winners are set to be announced on June 4th at the next SiGMA Asia trade show, in Manila, an event that highlights the best of what the gaming industry has to offer.

Last year was quite a ride for FBM and its efforts are paying off with its latest nomination for the Casino Supplier of the Year award. The Global Gaming Awards are an international event that take place throughout the year in London, Manila and Las Vegas, and celebrates the casino gaming strongest performers in their intervention areas within the online and land-based segments of the industry.

The current nomination for FBM is related to the brand’s last year’s efforts within the Asian continent. In 2023, FBM released new casino games and upgraded cabinets to the Filipino market, with the Easy$Link and Mythic Link collections increasing in popularity and playability.

The Shadow III cabinet was also introduced, along with the Galaxy II cabinets which were installed at the local bingo halls throughout the country, improving player’s experience with modern aesthetics and ergonomics expressed on two large high-definition screens, as well as higher profitability for casino operators.

The company’s lasting legacy in the Philippines has also been recently recognized at the Asia Gaming Awards with the “Outstanding Leader” distinction for Pepe Costa, FBM’s representative in the Philippines, and the “Outstanding Contribution in Corporate Social Responsibility” won by FBM Foundation prize in the solidarity field.

The Global Gaming Awards Asia-Pacific 2024 shortlist is a direct result of the casino gaming brand’s dedication to the Filipino market, showcasing its deep market connection with the country, players, partners and clients.

The results will be announced on June 4th, at the SiGMA Asia trade show in Manila. To ensure full transparency and fairness, a panel of APAC Gaming Industry judges will decide the winners, with KPMG independently adjudicating the voting process.

 

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bytedance-restructures-gaming-business,-emphasizes-stability

ByteDance Restructures Gaming Business, Emphasizes Stability

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On March 14th, according to Chinese media outlet Jiemian News, ByteDance announced through an internal letter that after strategic positioning adjustments, its gaming business will return to the incubation stage. The core of the next phase is to patiently manage stable operations and continue to explore with a mission and vision in a manner consistent with industry development laws.

In terms of organizational structure, ByteDance’s human resources head, Hua Wei, will serve as the head of the gaming business, managing UGC (user-generated content), Moonton, and Nuverse. The former head of Nuverse, Yan Shou, will be transferred to the company’s finance department. UGC is a newly established secondary department, with Luo Ji serving as the department head, reporting to Hua Wei. The former heads of the Block project, Dai Junyi, and the Cell team, Sky, will report to Luo Ji. The former head of ONE distribution studio, Hector, will continue to be responsible for Nuverse’s agency products, with former game technology head Jeffrey and former global business head Rachel Lin reporting to Hector. Hector also reports to Hua Wei.

ONE distribution studio is a studio established by Nuverse in 2022 after integrating domestic and foreign businesses. The heads of Oasis Studio, Wang Kuiwu, and Youai Division, Hu Bing, both report to Hua Wei. This studio evolved from ByteDance’s early “Oasis Plan”, focusing on RPG (role-playing games), strategy, shooting, European and American casual, and card sports games.

The new structural adjustment signifies the end of the “Yan Shou era” in ByteDance’s gaming business.

Yan Shou joined ByteDance’s strategic investment department from Tencent in 2015 and became the head of the business when ByteDance entered the gaming business in 2019. He later served as the head of Nuverse. Since then, the entire ByteDance’s self-developed and agency gaming business has been managed by Yan Shou.

The newly appointed head of the gaming business, Hua Wei, joined ByteDance in 2014, was in charge of investment business, later took on human resource management work, and was responsible for the company’s organization and culture building.

Established in 2019, Nuverse is ByteDance’s game development and distribution business brand. Like ByteDance’s emphasis on globalization, Nuverse also started the internationalization process early. Its overseas releases “RO Wonderland Legend: The Birth of a New Generation” and the Marvel IP card mobile game “MARVEL SNAP” have achieved some success, with “MARVEL SNAP” even winning the 2022 TGA Best Mobile Game Award.

In the domestic market, “Crystal Core”, launched by Nuverse in July last year, is considered its first “hit” self-developed game. Qimai data shows that “Crystal Core” achieved nearly 70 million yuan in revenue on the iOS platform in the first week of its launch and dominated the top ten best-selling list of the App Store for nearly a month.

Unexpectedly, four months later, Nuverse began a large-scale business contraction: seeking to divest games that had been launched and performed well while ensuring operations; for projects that have not yet been launched, except for a few innovative projects and related technical projects, all were shut down.

According to a person close to ByteDance, the contraction action was a decision made after Yan Shou and ByteDance CEO Liang Rubo had discussed it for a long time. Liang Rubo believes that although the gaming business has achieved some success, it has been pursuing “big and complete” for the past few years, with unfocused projects and scattered resources. It should invest energy and resources into more basic, more innovative, and more imaginative projects.

Moonton is a game company that ByteDance acquired for about 4 billion US dollars. After Nuverse’s significant contraction, there were rumors that ByteDance was seeking to sell Moonton Technology for no less than 5 billion US dollars and hired Goldman Sachs as a financial advisor to help find and contact potential buyers.

An insider from Moonton told Jiemian News that Moonton is currently not for sale and is still a wholly-owned subsidiary of ByteDance. Even with the structural adjustments, Moonton still maintains independent operations, and its business has not been affected.

Source: Niko News / pandaily.com

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tamatem-games-relocates-its-headquarters-to-abu-dhabi

Tamatem Games relocates its headquarters to Abu Dhabi

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The Abu Dhabi Investment Office (ADIO) announced today that it is supporting leading Arabic mobile games publisher Tamatem Games in relocating its headquarters to Abu Dhabi. This move will fuel Tamatem Games’s next growth phase and reinforce the Emirate’s gaming ecosystem.

Abu Dhabi’s gaming landscape has over 70 content-creating companies, and ADIO aims to support this ecosystem through strategic collaborations in line with Abu Dhabi’s focus on innovation and technology. ADIO recently collaborated with Ubisoft, one of the world’s largest video gaming companies, which develops, publishes, and distributes games for consoles, PCs, and mobile.

ADIO is providing growth-enabling support including setup enablement, connections to the Abu Dhabi ecosystem and international trade opportunities.

Badr Al-Olama, Director General of ADIO, said: “With an enabling environment, world-class ICT infrastructure and a vast pool of skilled talent, Abu Dhabi is becoming a global destination for the brightest minds in technology and design in the wider region. This is evident especially in sectors such as gaming, in which Abu Dhabi is steadily building an epicentre for developers, publishers and the industry’s top talent. Our collaboration with global leaders in the sector adds further depth to this growing and exciting ecosystem, and it also enables us to nurture the growth of Arabic content games from Abu Dhabi.”

Tamatem Games specialises in bringing culturally relevant and localised games to the Arabic language gaming community, with a diverse portfolio of over 50 games and 150 million downloads. Through its collaboration with ADIO, the company is looking to establish its centre of excellence in the Emirate. It will join a growing ecosystem that is steadily working towards establishing itself as a regional e-gaming centre, and, to date, is the largest community of gaming companies in the region. The company will employ over 40 gaming specialists in Abu Dhabi and will collaborate closely with local universities on internship and training opportunities.

Hussam Hammo, CEO of Tamatem Games said: “We are thrilled to choose Abu Dhabi as our strategic partner for growth and innovation. This expansion marks an exciting phase for Tamatem Games as we extend our reach and elevate our games to new horizons. With Abu Dhabi’s dynamic ecosystem and commitment to nurturing talent, we are confident in our ability to make a lasting impact on the global gaming landscape.”

MENA gaming revenues are projected to hit USD 6bn by 2027. The UAE, Saudi Arabia and Egypt’s combined gaming markets are expected to reach more than USD 3bn in revenues by 2025.

Source: Niko News / gamesmea.com

 

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alibaba’s-lingxi-games-says-management-to-step-down-to-make-way-for-younger-execs

Alibaba’s Lingxi Games says management to step down to make way for younger execs

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Lingxi Games, Alibaba Group’s video games arm, has told staff its leadership team will step down to make way for younger management, according to an internal memo.

Since last year, Alibaba has focused on promoting younger people born after 1985 to management teams – a strategy it says will help the tech giant maintain a startup mindset and prevent it from getting stuck in old ways. The policy is part of a sweeping restructuring that has seen it adopt a holding company management model and split its business into six main units.

Alibaba’s domestic e-commerce, cloud and local services divisions have also seen changes in leadership in the past year.

Zhan Zhonghui, the head of the Lingxi Games, said in a company-wide email seen by Reuters that he and two other executives will step down by the end of March. Zhou Bingshu, an experienced game producer, will take over. Zhan is about 50 years of age and Zhou is in his mid-30s, according to a source with knowledge of the matter who was not authorised to speak to media and declined to be identified.

Alibaba did not immediately reply to a Reuters request for comment.

Lingxi Games is best known for the mobile game “Three Kingdom Tactics” released in 2019 and produced by Zhou. The strategy game, in which players compete to build empires, made more than $1 billion in revenue in the first two years after its release, according to market research firm SensorTower.

Zhan founded Guangzhou Ejoy in 2011 after working at NetEase Inc for more than a decade, where he had served as chief operating officer. Ejoy was acquired by Alibaba in 2017 at a valuation of $1 billion and became Lingxi Games.

Source: saltwire.com

 

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tencent’s-next-level-up:-fewer-big-foreign-franchise-games,-more-in-house

Tencent’s next level up: fewer big foreign franchise games, more in-house

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In a sea change at China’s Tencent (0700.HK), opens new tab, an easy-to-play game of cute characters tackling obstacle courses has taken precedence over developing a big-budget sophisticated foreign franchise for smartphones.

Since late last year, the world’s largest video games company has, according to sources, redeployed hundreds of people from the team developing “Assassin’s Creed Jade” for mobile – a multi-year project with France’s Ubisoft (UBIP.PA)

They are now working on recently launched “DreamStar” – Tencent’s answer to rival NetEase’s (9999.HK), hit “Eggy Party” and the company’s most high-profile attempt to date at the so-called party game genre which offers simple gameplay, minigames and encourages players to hang out and chat.

As a result, “Assassin’s Creed Jade” – an action-adventure game set in ancient China that has been under development for mobile for at least four years – will likely be released in 2025 instead of this year, according to three sources familiar with the matter. They were not authorised to speak to media and declined to be identified.

The redeployment of resources highlights the trends forcing a strategic pivot at Tencent. Firstly, developing big-name Western franchises for mobile phones tends to yield thin margins.

At the same time, rivals have had breakout hits with ostensibly niche products that offer new takes on gaming such as as NetEase’s “Eggy Party” and miHoYo’s anime-style fantasy game “Genshin Impact”. Moreover, the games were developed in-house so their profits are all their own.

Tencent had, for years, great success by developing for smartphones international hits like Activision Blizzard’s shooter game “Call of Duty” and the battle royale game “PUBG” by South Korea’s Krafton (259960.KS).

But such franchise games – called IP (intellectual property) games – are costly to make. Royalty fees of 15% to 20% of sales are typical, Apple’s (AAPL.O), opens new tab App Store takes a 30% cut while marketing and user acquisition expenses can cost another 30% to 40%, the sources said.

After a string of IP game setbacks, Tencent plans to be more selective. “We’re focusing on fewer bigger budget games. Typically, we’re seeking to make the biggest bets around games that either iterate on a successful IP … or games that are iterating around proven gameplay success within a niche and taking those to a more mass market,” Tencent Chief Strategy Officer James Mitchell told an earnings call on Wednesday.

Tencent is now also pushing for royalty fees to fall to under 10% of sales in some negotiations, according to one person with direct knowledge of the matter. “That would have been almost unthinkable just a few years ago. Tencent used to be far more generous,” the person said.

Tencent declined to comment on details of its strategic shift.

SETBACKS AND BAMBOO SHOOTS

On Wednesday, Tencent reported a slight decline in fourth-quarter gaming sales and also flagged that overall gaming revenue this quarter would be soft compared with the same period last year when gaming sales surged as pandemic restrictions were lifted.

Pony Ma, Tencent’s founder and chief executive, has been blunt that the company’s video game division – which last year generated 180 billion yuan ($25 billion) in sales or around 30%of overall revenue – needs to do better.
Competitors have continued to create new products, “leaving us feeling we have achieved nothing,” he told a stadium of employees in Shenzhen at the company’s annual meeting in January, according to a separate source with direct knowledge of the event.

That month, Tencent also launched its “Spring Bamboo Shoots Project”, aiming to incubate in-house games with novel gameplay and offering budgets of up to 300 million yuan ($42 million) per game. While that is much less than budgets of 1 billion yuan for a major franchise, the initiative signals Tencent is willing to take more risks on non-conventional game design, the sources said.

Some major setbacks have only increased the sense of urgency for change.

Last year, Electronic Arts (EA.O),  discontinued “Apex Legends Mobile”, a game developed by Tencent, with executives at the U.S. firm saying it had fallen short of expected quality.

In December, Tencent axed development of a mobile game based on the “Nier” franchise from Japan’s Square Enix (9684.T), in part because the Chinese firm struggled to find a compelling monetisation model given its expensive development costs and franchise rights, sources have said.

“Mobile games studios have learned that IP is not the magic bullet for user acquisition it once was,” says Serkan Toto, founder of game industry consultancy Kantan Games.

Tencent has also seen a key in-house game bomb. “Undawn”, a zombie apocalypse shooting game that Hollywood star Will Smith was hired to endorse, flopped spectacularly despite having a budget of close to 1 billion yuan with more than 300 developers, according to two of the sources.

Last month, one year since its launch, “Undawn” brought in revenue of just $287,000, according to research firm Appmagic.

Western companies have also started to shift away from outsourcing mobile game development to Chinese companies like Tencent. Microsoft’s (MSFT.O), Activision Blizzard, for example, has just launched “Call of Duty Warzone Mobile” which will compete directly with Tencent’s “Call of Duty Mobile”.

Adding salt to the wound, Tencent’s top two games saw revenue slide during the week-long Lunar New Year holidays in February. “Honor of Kings” and “PUBG Mobile”, which are nine and seven years old respectively, suffered 7% and 30% drops compared to the holiday period last year, according to one of the sources who was briefed on the matter.

Source: Reuters

 

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