The Sport Effect

The Latest Within The Gaming Industry In Norway

Over the last few years, the Norwegian gaming industry has seen a slight increase. Revenues from gaming companies grew from 303 million Norwegian kroner in 2017 to nearly 400 million kroner in 2018. Export was the source of the majority of revenue for video game companies. Furthermore, while revenue on the Norwegian market remained constant, the value of exports increased in the past. Three video games created by Norwegian gaming companies won international awards in 2019. You can check out gaming opinions on Norskeanmeldelser.no to see how far the industry has gone

The most recent figures from the Norwegian games industry are from FY2012, and they show revenue that is significantly lower than that of its neighbours – €33 million to be exact. All of that, however, may be changing now. The Norwegian scene has been humming with activity at an unprecedented level for the past couple of years. Not only are there more games being released now than ever before, but the Norwegian games industry appears to be organizing itself in new and organic ways. Consider checking out Gamezone to try out one of Norway’s games.

While this has not yet translated into the same level of financial growth as Sweden and Finland, several people in the Norwegian games industry believe they are on the verge of reaping the economic benefits.

Norway also holds a strong position in the educational game market. One of the most popular apps for teaching algebra is WeWantToKnow’s Dragonbox math-teaching game, and Kahoot, a mobile/browser quiz tool, is also gaining traction. Extra Credits creator James Portnow created a special episode about the Norwegian games industry, which sparked renewed interest in the industry. More than 150,000 people have watched that video.

In Norway, playing digital games is very popular. As of 2019, more than half of the population had access to video game devices. According to the same survey, about a third of Norwegians play games daily. That year, the percentage of men who played digital games was higher than the percentage of women. Children who play video games are in the same boat. Boys were more interested in gaming than girls. Nearly all Norwegian boys aged nine to eighteen played games in 2020. Girls, on the other hand, were less likely to do so as they grew older. Only about two-thirds of 15- to 18-year-olds said they played video games.

Minecraft is one of Norway’s most popular video games. In 2020, it was one of the top five games among children of all ages. For example, over two-thirds of boys aged nine to ten years played the sandbox game, making it the second most popular. It even ranked first among 13- to 14-year-old girls. The royal battle game Fortnite was also popular, but not just among children. Fortnite had the second-highest number of daily active users among iPad owners in Norway in April 2020.

During that month, over 13 thousand people used the gaming app daily. The total number of iOS device owners was nearly 39 thousand. The number had even risen to over 50 thousand by May 2020. In addition, after Counter-Strike: Global Offensive (CS: GO), Fortnite had the second-highest number of active eSports players in 2019.     

The Peculiarity In The Gaming Industry

The gaming industry in Norway and those who develop games in Norway believe that many people take a long time to finish a game. For their games, they have fantastic visions.

  • They produce high-quality video games. Here in Norway, there are a lot of outstanding games coming out.
  • Everything from mobile games to big adventure games focuses on creating compelling stories, high-quality graphics, and a willingness to stand out—both among newcomers and those who have been playing for some time.
  • Owlboy was ten years in the making for D-Pad Studio, a Norwegian game studio. They were innovative in their promotion of the game, and it was a success.
  • They changed the game until they were 100% satisfied. The game has done very well. They make a lot of money and have grown into a well-known company as a result of it.