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Porting your mobile game to web browsers is a low-effort way to gain a fresh revenue stream | Opinion
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Porting your mobile game to web browsers is a low-effort way to gain a fresh revenue stream | Opinion

by admin September 6, 2025


Pavel Polovinka is head of publishing at Playgama, a platform for the distribution and monetization of HTML5 games.

What happens when you hop from the mobile gaming market into the web one? Can you compare the two? Is there any point to this?

The short answers to these questions are: ‘almost effortless user acquisition’, ‘to some extent’, and ‘undoubtedly’.

The web game market is relatively tiny compared with mobile. But it’s also a growing market.

More to the point, it can be relatively easy to port your mobile title to HTML5 and distribute it to the various web platforms. The potential revenue might be much smaller than on mobile – but by ignoring the web market, you’re leaving money on the table.

Case study

Here’s an example of how Playgama enabled a pair of mobile games to find a new audience and revenue stream.

StoreRider, an all-in-one distributor of Android games on alternative stores, decided to venture into the web game market, and asked Playgama to help them. Most of the time, we provide our services to studios or web-oriented publishers, so StoreRider was a new type of client to work with.

StoreRider is a unique enterprise in many ways. It helps developers earn more from existing mobile games by distributing them outside the usual platforms, such as the App Store and Google Play. Instead, StoreRider explores alternative channels such as the Epic Games Store, One Store, telecom subscriptions, in-flight entertainment, US facilities, and web exports.

StoreRider initially uploaded two games – Gangsta Island: Crime City and Vikings: an Archer’s Journey, originally developed by Pinpin Team – to platforms including Playgama and Crazy Games. But after reaching around 500,000 play sessions, the company soon recognised the market potential and decided to cast a larger net.

Complications

StoreRider’s expertise lies in mobile, and the company didn’t have the time to optimize the source code for all of the different web platforms – let alone connect with the key publishers and drudge through compliance.

Take, for example, Facebook’s guide for Instant Games. One must spend hours reading through checklists, then days trying to adjust the game to fit the requirements. On top of that, there is the registration process, SDK integration, and support.

Multiply every step by the number of platforms one wants to be presented on, then again by the number of games, and the gargantuan amount of jobs to do starts to block the sun.

Initially, we didn’t plan to add any new features to the two StoreRider games. The idea was to obtain the source code for both of them and then integrate our SDK, which enables compatibility with any web platform.

Gangsta Island: Crime City | Image credit: Store Rider

However, we decided to go a little further. We optimized both games so that they would work flawlessly on mobile browsers within the WebGL context, and we increased the max memory usage capacity to guarantee smooth gameplay (thus reducing loading times and lowering the churn rate).

We also localized Vikings: An Archer’s Journey to 15 languages, and Gangsta Island: Crime City to three, and we added asynchronous saves and engagement tools, such as ‘Share with friends’, to plug into Facebook’s social mechanics.

Finally, we published both games on Playgama, MSN Games, Facebook, Yandex Games, VK, Game Distribution, Lagged, and Y8.

The results, although modest by the standards of big publishers, were inspiring. Over three months, the games achieved over one million play sessions, a 20% day one retention rate, and number one position in the MSN top ten for several consecutive weeks.

There’s little sense in comparing these figures to the vastly larger mobile market. But the key takeaway is this: a mobile distributor was able to find a new revenue stream with close to no contribution on their part.

Right now, we’re publishing the polished versions of StoreRider’s games to even more platforms. Overall, the WebGL optimization service seems promising, as we expect more mobile devs and distributors to hedge their bets with web gaming.

A slice of the pie

Let’s backtrack to the questions we posed in the beginning. Currently, the web gaming market is considered a Plan B for the mobile crowd – and rightfully so.

The mobile market dwarfs the web market in terms of volume: the former was worth $106.5 billion in 2024, whereas the latter came in at just $16.77 billion in the same year. As such, the potential revenue is far lower.

If you don’t succeed on mobile, it costs close to nothing to win something back on the web

Still, it is crucial to keep in mind that the web market is far more accessible in terms of marketing spending and user acquisition. If you don’t succeed on mobile, it costs close to nothing to win something back on the web.

As a closer, here’s some food for thought. The number of web browser games has increased by 4.9 times over the past two years, and the HTML5 games market is projected to grow to $31.9 billion by 2030.

If you hunger for a piece of this pie, it’s better to get your metaphorical fork out now. Entering this niche has never been easier, even for mobile studios and distributors.



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September 6, 2025 0 comments
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The Razer Blade 15 playing Metro Exodus.
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Report shows 90% of European gaming revenue in 2024 was digital purchases, but only 15% was on PC

by admin August 30, 2025



New data shows gaming revenue has moved almost entirely to digital purchases, at least in Europe, with PC and console purchases dwarfed by mobile gaming. The 2024 All About Video Games report, published earlier this month by Video Games Europe, showed sluggish growth for PC gaming in the EU and signaled the death knell for physical game sales.

According to the report, gaming revenue overall grew 4% in 2024. An overwhelming 90% of that revenue was digital, up 5% from 2023 and bringing physical purchases down to just 10%.

For context, physical purchases made up 20% of European gaming revenue in 2020, meaning physical game sales were cut in half in just four years, including a 5% drop in the last year alone. However, it’s hard to say whether that decline is happening because gamers just prefer digital copies or because fewer games are getting released in physical format.


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The shift may also be partly due to the devices people are playing on. The 2024 All About Video Games report showed that mobile gaming accounted for the largest chunk of revenue at 44%, followed by a 38% share for console purchases. PC made up just 15% of gaming revenue in Europe last year, up 1% from 2023. (The remaining 4% was or on-demand/streaming services.)

The slow growth in PC gaming revenue may be due to a 3% drop in the percentage of PC gamers in Europe. In 2023, 46% of gamers reported playing on PC, now down to just 43% in 2024. Meanwhile, console purchases decreased by 3%, despite a 3% increase in the number of Europeans saying they play on consoles.

Basically, PC gaming revenue is up despite fewer people playing on PC while, in the opposite direction, console revenue is down despite more people playing on consoles. The dip in console revenue may have contributed to 2024’s slip in physical game sales, as well.

In addition to revenue data, the All About Video Games report highlighted last year’s top-selling games in Europe: Helldivers 2, Call of Duty Black Ops 6, Command and Conquer Generals, GTA 5, EA FC 25, The Crew 2, Red Dead Redemption 2, Hogwarts Legacy, EA FC 24, and Command and Conquer (Bundle). Helldivers 2 and Black Ops 6 also took top spots in Steam’s 2024 top sellers rankings.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

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August 30, 2025 0 comments
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US hardware revenue reaches $384m driven by Switch 2 sales | US Monthly Charts
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US hardware revenue reaches $384m driven by Switch 2 sales | US Monthly Charts

by admin August 30, 2025


US hardware revenue jumped 21% to $384 million in July, driven by sales of the Nintendo Switch 2.

That’s according to data from Circana, which noted that this increase in hardware spending was the highest in a July month since 2008, when revenue reached $441 million.

The Switch 2 was the best-selling hardware for the month and year-to-date, and has surpassed two million units in the US since its June 5 launch. Unit sales of the Switch 2 are also 75% ahead of those set by the original Switch.

Looking at the charts for July, the Top Five consisted of four new titles. Electronic Arts took the top two spots with EA Sports College Football 26 and EA Sports MVP Bundle 2025, while Donkey Kong Bananza ranked in third.

The latest Switch 2 sat in the same spot as Mario Kart World’s debut in June, and was the best-selling title on Nintendo’s platform-specific charts. Tony Hawk’s Pro Skater 3 + 4, developed by Iron Galaxy and published by Activision, came in at No.4.

The latest remake in the Tony Hawk franchise was also in the Top Four best-selling games of the month across the individual charts for console and PC.

Obsidian Entertainment and Eidos-Montréal’s Grounded 2 also debuted in the Top 20 at No.8, while Death Stranding 2: On the Beach dropped from No.2 to No.12 and Elden Ring: Nightreign fell from the top spot to No.16.

Elsewhere, video game content spending was up 4% to $4.5 billion. According to Circana, this result was driven by a 7% growth in mobile to $2.3 billion and non-mobile subscriptions, which were up 21% to $0.5 billion. Growth from these segments offset a 9% drop in console spending.

As for consumer spending, this rose by 5% to $5.05 billion compared to $4.1 billion during the same period last year.

Looking at mobile content, the Top Five consisted of Monopoly Go, Royal Match, Last War: Survival, Candy Crush Saga, and Whiteout Survival.

Most notably, Garena’s Free Fire moved up seven places to No.6, which has been “skyrocketing US revenue since last year” according to Sensor Tower’s Sam Aune.

Aune also described July as an “explosive month” for mobile, “with 7% of consumer spend growth over July 2024”.

Here are the top 20 selling games from the period July 6 to August 2, 2025, data courtesy of Circana:

Rank
Last month rank
Title

1
NEW
EA Sports College Football

2
NEW
EA Sports MVP Bundle (2025)

3
NEW
Donkey Kong Bananza*

4
NEW
Tony Hawk’s Pro Skater 3 + 4

5
4
Call of Duty: Black Ops 6

6
8
Minecraft^

7
6
Forza Horizon 5

8
NEW
Grounded 2

9
15
Red Dead Redemption 2

10
9
Grand Theft Auto 5

11
7
MLB: The Show 25^^

12
2
Death Stranding 2: On the Beach

13
19
WWE 2K25

14
13
Elden Ring

15
14
NBA 2K25

16
1
Elden Ring: Nightreign

17
11
Split Fiction

18
12
EA Sports FC 25

19
21
Marvel’s Spider-Man 2

20
20
F1 25

*Digital sales not included for marked titles

^Digital sales on Nintendo platforms not included

^^Digital sales on Nintendo and Xbox platforms not included



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August 30, 2025 0 comments
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Digital purchases made up 90% of European gaming revenue in 2024
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Digital purchases made up 90% of European gaming revenue in 2024

by admin August 28, 2025


Gaming sector revenue grew 4% year-on-year (YoY) in 2024 in key European markets, with digital purchases accounting for 90% of total revenue, according to a new report by Video Games Europe and the European Games Developer Federation (EGDF).

The All About Video Games report, published on August 21, 2025, was compiled using data from Ipsos, Game Sales Data (GSD), and members of Video Games Europe and EGDF and examined the European gaming sector’s revenue, employment, and player numbers in 2024.

Data for this report was collected through polling, face-to-face surveys, and by GameTrack’s three key metrics: volume, demographics, and value.

Polling took place across five key European markets: France, Germany, Italy, Spain, and the U.K. 12,000 people were polled per country, between the ages of six and 64, equating to 60,000 people polled in total.

GSD data used in the report was gathered from Austria, Belgium, Croatia, Cyprus, Czech Republic, Denmark, Finland, Germany, Greece, Hungary, Ireland, Italy, Luxembourg, Malta, Netherlands, France, Poland, Portugal, Romania, Slovakia, Slovenia, Spain, and Sweden.

According to the report, gaming sector revenue increased by 4% in the five major European markets, rising from €25.7 billion ($29.9 billion) in 2023 to €26.8 billion ($31.2 billion) in 2024.

“Europe is now home to 6,000 studios, and 90% of our revenue is digital, highlighting the successful digital transformation of the sector” Hendrik Lesser, EGDF president

The data shows that 90% of that revenue was digital in 2024, a 5% increase YoY, while physical revenue made up 10%, a drop of 5% YoY.

“Europe is now home to 6,000 studios, and 90% of our revenue is digital, highlighting the successful digital transformation of the sector,” EGDF president Hendrik Lesser said.

“Our technologies are also driving innovation across other creative and traditional industries. We offer Europe a unique opportunity: to empower digital citizens, to grow a competitive creative economy, and to lead the global digital transition.

“We ask for recognition of our sector’s distinct needs and strategic growth potential, backed up with the right policy environment to thrive on the global stage.”

When it comes to what device European gamers are playing on, smartphones/tablets take the lead, making up 44% of revenue in 2024, up 3% YoY, and 71% of players, up 3% YoY from 68%.

While console boasts the second-highest device revenue, console revenue ultimately saw a 3% decline, dropping from 41% in 2023 to 38% in 2024. However, the number of console players has risen, up 3% YoY to 59%.

PC and on-demand/streaming revenue saw a slight increase; however, revenue rose 1% for both in 2024 (to 15% for PC and 4% for streaming). Despite this, the percentage of PC players is down 3%, from 46% in 2023 to 43% in 2024.

According to the data, European gamers played for an average of nine hours per week.

Digital revenue saw a 5% increase YoY in 2024 | Image credit: Video Games Europe

The report goes on to reveal the top three selling games for each platform in the five key markets last year. On console, EA FC 25, Call of Duty Black Ops 6, and EA FC 24 dominated, while the top-selling PC games of the year were Helldivers 2, followed by Call of Duty Black Ops 6, and Command and Conquer Generals.

The top-selling app games, on the other hand, were Coin Master, Royal Match, and Brawl Stars.

Elsewhere in the report, data showed that 54% Europeans played video games last year, rising from 124.4 billion in 2023 to 128.3 billion in 2024. Of the five major markets, Germany accounts for the largest portion of players, with 60% of the population playing games last year (35.9 million players).

According to data, 75% of video game players in Europe in 2024 were adults, with an average age of 31, representing no change from the prior year, while women made up 45% of players in Europe (a 1.5% YoY increase)

Despite the large number of layoffs we’ve seen over the last few years, the overall workforce across Europe saw a slight increase of 1.8% YoY, from 114,400 in 2023 to 116,419 in 2024. The percentage of women in the workforce also saw a small increase, from 24.4% in 2023 to 24.9% in 2024.

“Over the past five years, our sector has continued to grow, contributing to Europe’s economy and employing a highly skilled workforce,” said Video Games Europe chair Hester Woodliffe.

“With the right support from policy makers, including [the] EU’s recent skills and education strategy to close the skills gap; recognition of the value of flexible and nimble self- and co-regulation, and with support for innovation, IP creation and new business models… then our sector can aspire to lead globally.”



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August 28, 2025 0 comments
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Tether'S Usdt Revenue Hits $148.99M This Week, Beats Circle Usdc
GameFi Guides

Tether’s USDT Revenue Hits $148.99M This Week, Beats Circle USDC

by admin August 28, 2025



Tether’s stablecoin USDT is currently dominating the crypto market, USDT, which has made $148.98 million in the past week, according to DefiLlama. 

This figure outpaces its competitors, with Circle earning $49.25 million, Hyperliquid $31.18  million, Tron $13.96  million, and Pump.fun $12  million, which makes Tether the leader in the US-dollar-backed stablecoin.

Tether has an approximate of 100 employees, but its output is remarkable. To put it in perspective, JPMorgan Chase made a profit of $8.5 billion employing more than 317,000 people, which highlights the high profitability of a small scale in the case of Tether.

Its growth aspirations are supported by the fact that the firm has reserves of $162.57 billion. Tether is going global and particularly in Asia where the adoption of digital assets is increasing. 

Despite the good performance, the company continues to be under regulatory scrutiny and combats fraud, most recently collaborating with blockchain companies to freeze up to $23 million in illegal USDT.

The increase in revenue is due to increased crypto trading and new stablecoin issues, which also increase the overall market activity. Meanwhile, rivals like Circle USDC face hurdles, further strengthening Tether’s lead in the stablecoin market.

Investors closely monitor Tether as it innovates, carefully balancing growth with regulatory requirements in a fast-moving market. Its robust performance underscores the growing importance of stablecoins like USDT in both crypto trading and global finance.

Also Read: Tether Reports $4.9B Q2 Profit, Holds $127B in Treasuries, $20B USDT



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August 28, 2025 0 comments
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Fortnite's hold on revenue and MAUs remains in July 2025 | Newzoo Charts
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Fortnite’s hold on revenue and MAUs remains in July 2025 | Newzoo Charts

by admin August 21, 2025


Fortnite was the biggest game of July, topping the PC and console games chart by both monthly active users (MAU) and revenue.

According to the latest data from Newzoo, the recently released EA Sports College Football 26 comes in second place, while Void Interactive’s shooter Ready or Not jumped over 100 places to secure the third spot after its console debut that same month.

Other big sellers were Bungie’s Destiny 2 — which leapt 23 places to sneak into the top 10 in July — Marvel Rivals, which similarly jumped 11 places, EA’s The Sims, CS:GO, Call of Duty: Black Ops 6, and EA Sports FC 25. The only other new release breaking the top 10 alongside EA Sports College Football 26 is Nintendo’s Donkey Kong Bananza, but that, of course, is only available on Nintendo Switch 2.

In terms of the top games by MAU, Black Ops 6 secures the silver after Fortnite, whilst Roblox takes the bronze. Little else has changed in the top 10 otherwise since last month.

Other highlights of July include Peak, which Newzoo says “continues its upward trajectory post-launch, underscoring the value of an accessible price point combined with consistent post-launch support,” and Cyberpunk 2077 and Red Dead Redemption 2. Whilst neither quite broke back into the top ten, they each benefited from major updates, racing back up the charts by 20 and 6 spots, respectively.

Here are the Top 20 games by revenue in the US, UK, Germany, France, Spain, and Italy for July 2025, across PC and consoles, according to Newzoo:

Rank
Last month rank
Title

1
1
Fortnite

2
NEW
EA Sports College Football 26

3
104
Ready or Not

4
6
Counter-Strike: Global Offensive

5
2
EA Sports FC 25

6
NEW
Donkey Kong Bananza

7
4
Call of Duty: Modern Warfare 2/3/Warzone/Black Ops 6

8
9
The Sims 4

9
20
Marvel Rivals

10
33
Destiny 2

And here are the Top 20 games by monthly active users across US, UK, Germany, France, Spain, and Italy for July 2025, across PC and consoles, according to Newzoo:

Rank
Last month rank
Title

1
1
Fortnite

2
2
Call of Duty: Modern Warfare 2/3/Warzone/Black Ops 6

3
4
Roblox

4
3
Minecraft

5
5
Grand Theft Auto 5

6
6
EA Sports FC 25

7
8
Rocket League

8
7
Tom Clancy’s Rainbow Six Siege

9
10
Counter-Strike: Global Offensive

10
9
NBA 2K25



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August 21, 2025 0 comments
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Bitpanda launches DeFi wallet amid record revenue growth
GameFi Guides

Bitpanda launches DeFi wallet amid record revenue growth

by admin August 19, 2025



Bitpanda has launched the Bitpanda DeFi Wallet, supporting over 5,000 tokens across major blockchains, just over a week after reporting record financial performance.

Summary

  • New Bitpanda DeFi Wallet supports 5,000+ tokens across multiple blockchain networks.
  • Launch comes on the heels of Bitpanda’s record $426M in revenue reported earlier this month.

In a press release shared with crypto.news, Bitpanda — one of Europe’s leading crypto platforms offering over 3,200 digital assets — has launched the Bitpanda DeFi Wallet, the second product in its Web3 suite.

The wallet allows users to trade, earn, and manage digital assets across multiple chains without leaving the app. At launch, it supports over 5,000 tokens and multiple blockchain networks including Ethereum (ETH), Solana (SOL), Polygon (POL), BNB Chain (BNB), Avalanche (AVAX), Optimism (OP), Base (BASE), and Arbitrum (ARB).

Key features include:

  • Multi-chain DeFi access with more networks planned
  • Smart swaps across 5,000+ tokens with optimized pricing
  • Self-custodial wallet with optional Bitpanda Backup for secure recovery
  • Curated DeFi yield pools, reviewed for transparency
  • Sponsored gas fees on select Layer 2 networks
  • Seamless integration with existing Bitpanda accounts, enabling transfers without manual address input

Bitpanda will also soon launch a Web3-native loyalty program, where users can earn points via onchain actions, with staked Vision (VSN) tokens acting as multipliers to maximize rewards — including exclusive perks and early access to new products.

Recent milestones for Bitpanda

The launch of the Bitpanda DeFi Wallet builds on a series of major milestones and strategic moves by the company.

Earlier this month, Bitpanda posted its strongest financial performance to date, generating $426 million in operating revenue, up 162% from the year before, driven by new partnerships and its growing range of regulated offerings.

The company also secured a MiCA license from Germany’s BaFin in January, enabling operations across all 27 EU member states under a unified regulatory framework, and obtained a broker-dealer license in Dubai, marking its first fully licensed expansion outside Europe.



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August 19, 2025 0 comments
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