Train2Game News PlayApartTogether Reactivate

Today, leaders from the global games industry who participated in #PlayApartTogether committed to reactivate the initiative launched one year ago, which encourages gamers everywhere to follow World Health Organization (WHO) health advice on COVID-19 prevention.

As part of #PlayApartTogether, a large number of gaming companies agreed to disseminate evidence-based health messages from WHO to help slow the spread of COVID-19. To promote these messages, hundreds of game industry leaders in the interactive entertainment space have encouraged their vast network of users to follow the WHO’s health guidelines—including on physical distancing, masks, hand and respiratory hygiene, avoiding crowds and how to keep rooms well ventilated.

Since the initial kickoff of the campaign, #PlayApartTogether has been adopted by platforms and organizations across the breadth of the digital entertainment space, including mobile, console and PC gamemakers, hardware, platforms, eSports, streamers, universities, non-profits and consumer advocacy groups. The hashtag has been seen by gamers around the world, during the pandemic, in countries including Finland, Germany, Israel, Italy, Japan, Jordan, the Netherlands, Russia, UK and the USA.

WHO has served as the leading international health agency spearheading the global response to the coronavirus outbreak and has prioritized keeping people informed through equitable access to trusted information. As information on the virus, as well as diagnostics, treatments and vaccines are developed and used around the world, WHO continues to provide essential guidance and public health recommendations to governments, communities and individuals everywhere, including through new and wide-reaching communication channels.

By bringing special events, exclusives, activities, rewards and inspiration to some of the most popular games in the world, #PlayApartTogether encourages users to adopt best practices of protection from COVID-19 transmission for the sake of their own health and that of their families and communities. By incorporating COVID-19 prevention messages into games, people everywhere are told: “Wherever you are, whatever game you play, you can make a difference.”

Follow the hashtag #PlayApartTogether on social media for ongoing updates and details.

Train2Game News EVE Online Raises Money To Fight COVID-19

CCP Games, creators of the deep and uniquely player-driven spaceship MMO game EVE Online, are proud to announce PLEX for GOOD, the charitable EVE Online program, has been successful in raising over $130,000 for the World Health Organization’s COVID-19 Solidarity Response Fund and the Johns Hopkins Center for Health Security (CHS).

Raising $135,500 since April 3rd, PLEX for GOOD is a charitable program operated by CCP Games on behalf of EVE Online players.

Having already raised $107,454 in February for Australian bushfire relief efforts by the Red Cross, this year has been its most successful yet. It provides a way for EVE players to donate to a charitable cause through the use of the in-game digital currency PLEX – allowing for charitable donations by those who otherwise might not have the means to donate real money.

“An unprecedented global crisis has been met by an unprecedented level of support and for that, I am once again hugely proud, grateful and humbled by the efforts of our players,”said Hilmar Veigar Pétursson, CEO of CCP Games. “We stand together as a community in our support of the work that is being done by health workers, scientists, and institutes around the world to fight this pandemic and bolster its relief.”
 

Money raised will go directly to the World Health Organization (WHO) to coordinate the global relief effort for COVID-19, supporting countries to prevent, detect, and respond to the pandemic. It will also help the WHO to ensure that all countries – especially those with the weakest health systems – are prepared, as well as supporting their work to understand the virus, to ensure frontline workers get essential supplies and information, and to accelerate efforts to develop vaccines, tests, and treatments.
 

Donations were also made to the Johns Hopkins Center for Health Security (CHS), the prestigious policy think-tank which works to protect people’s health from epidemics and disasters, ensuring that communities remain resilient to major challenges, such as COVID-19. Their research focuses on improving organizations, systems, and tools to prevent and respond to outbreaks, whilst advancing policies and practice to address a range of challenges, including the global rise in emerging infectious diseases and a continued risk of pandemic flu.
 

Beginning in 2005 with fundraising efforts for the South East Asian Tsunami, PLEX for GOOD has now raised $713,620 for charitable causes, an incredible feat of which all EVE Online players can be immensely proud. 
 

EVE Online can be downloaded for free by visiting www.eveonline.com. For all the latest information about the game, please visit EVE Updates and for any questions on CCP Games, visit the FAQ.

Train2Game News Box Joining GameBlast19

Committed video gamers from Birmingham technology giant Box are gearing up to burn the midnight gaming oil to raise money for people with disabilities.

Around 20 staff at the Minworth-based business will be playing video games continuously for 24 hours as part of GameBlast19, the UK’s largest gaming marathon weekend.

This will be the fourth year Box has taken part in the event, having previously raised more than £2,000 for the charity SpecialEffect, which uses technology to help people with disabilities enjoy video games.

Box is asking people to help them reach their £1,000 target by donating money via www.justgiving.com/boxgameblast19

The game-a-thon takes place February 23-24.

Rodney Critchlow, store manager at Box, said: “We’re really excited to be taking part in GameBlast19. A lot of us are keen gamers, but playing for 24 hours is still a big challenge.

“We’ll have a schedule of games to play throughout the event, and people will be able to watch via our Twitch channel, www.twitch.tv/boxuk

“SpecialEffect is a fantastic charity which uses things like modified joypads and eye-control technology to enable disabled people to play games. It means they don’t have to just sit there and watch their friend or sibling having fun.

“We’re hoping to raise at least £1,000.”

Box.co.uk sells an extensive range of technology and computing products through its specialist website and retail shop, including laptops, desktop PCs, phones and tablets, components, monitors and printers.

The business was founded by Mark Jordan in 1996 and today is the UK’s leading technology e-commerce business, employing over 100 people and turning over £42 million.

Train2Game News Video Games Industry Worth Over Half of UK Entertainment Market

The video games sector now accounts for more than half of the UK’s entire entertainment market, according to a new report.

The industry is worth £3.86bn – more than double its value in 2007 – said the Entertainment Retailers Association (ERA).

That makes it more lucrative than video and music combined.

The success is largely down to three games: Fifa 19, Red Dead Redemption 2 and Call of Duty: Black Ops 4.

The games market has grown, despite the fact that the physical console and PC games market shrank slightly in 2018.

Chief executive of ERA, Kim Bayley said: “The games industry has been incredibly effective in taking advantage of the potential of digital technology to offer new and compelling forms of entertainment. Despite being the youngest of our three sectors, it is now by far the biggest.”

Three games – Fifa 19, Red Dead Redemption 2 and Call of Duty: Black Ops 4 – each sold more than one million physical units in the UK during 2018.

This is all the more impressive when you realise that these games were all released in the latter part of the year.

The figures do not take account of the success of mobile and free games such as Fortnite, however, which has more than 200 million players around the world.

Mass market entertainment

Piers Harding-Rolls, head of games research at IHS Markit said: “During the last five years the games sector has benefited hugely from the mainstream adoption of games apps on smart devices, and the transition from physical distribution to digital distribution in established parts of the market such as console gaming.

“Games are now truly mass market and a very important part of the entertainment sector.”

He added: “Growth has been fuelled by the dominance of free content and in-game monetisation, which expands the adoption of games but also removes the cap on spending for those gamers that are really engaged in the experiences.

“The flexibility of interactive content means it is unique in that it can be monetised in this way, which is an advantage over other forms of entertainment.”

Source: BBC News