Mobile, PC and Console Gaming Skyrocket During Pandemic

According to Newzoo, in 2020 the globe’s 2.7 billion gamers will spend $159.3 billion on mobile, PC and console games, representing 9.3 percent growth from 2019. The game market is on track to exceed $200.8 billion in revenue by 2023, with growth of 8.3 percent per year. The COVID-19 shutdown and the release of new consoles by the end of the year are the biggest contributing factors to growth. Some game developers also note that, during the pandemic, older players of casual games are reactivating accounts. Continue reading Mobile, PC and Console Gaming Skyrocket During Pandemic

Google Unveils Details on Google Play, Stadia, Google Cloud

After the cancellation of the Game Developers Conference, Google went online to release information about its cloud infrastructure, Google Play and Stadia cloud gaming services. Stadia head of product John Justice reported that Google Ads campaigns have thus far resulted in 27 billion game installs, that mobile gaming is “on track” to reach $100 billion in 2021, and that Southeast Asia, India, the Middle East and North Africa will drive mobile game growth going forward. There are 2 billion daily active users on Android. Continue reading Google Unveils Details on Google Play, Stadia, Google Cloud

Video Game Usage Soaring as People Are Confined to Home

In the wake of the coronavirus and subsequent school closures and remote working policies, more Americans are gaming than ever before. According to third-party database SteamDB, Steam — the most popular PC gaming marketplace — drew a record-breaking 20,313,451 concurrent users. The top game was “Counter-Strike: Global Offensive,” released by Valve in 2012, which broke its own peak numbers on Sunday with 1,023,2290 concurrent players. Verizon also reported that game traffic soared 75 percent from the previous week. Continue reading Video Game Usage Soaring as People Are Confined to Home

Nvidia GeForce Now Raises Issues Inherent in Cloud Gaming

Over last weekend, Raphael van Lierop, director and writer of Hinterland Studio’s “The Long Dark,” pulled the game from Nvidia GeForce Now, stating his displeasure with the fact that Nvidia’s service lets anyone who purchases a digital game on Valve’s Steam reinstall it on a virtual machine and play from its cloud platform. “Sorry to those who are disappointed you can no longer play #thelongdark on GeForce Now,” he tweeted. “Nvidia didn’t ask for our permission to put the game on the platform so we asked them to remove it.” Continue reading Nvidia GeForce Now Raises Issues Inherent in Cloud Gaming

Nintendo Shares Fall, Game Publishers Stall on New Titles

After missing estimates for quarterly profit and full-year earnings predicted to be short of expectations, Nintendo shares fell as much as 4.7 percent, the biggest intraday drop since April 26. Nintendo reported disappointing operating income for the quarter ending in December: 168.7 billion yen ($1.5 billion) versus the 175.4 billion yen average projection. Wall Street has also projected slowed growth for major video game publishers that are holding back on new releases until new consoles have debuted. Continue reading Nintendo Shares Fall, Game Publishers Stall on New Titles

YouTube Signs Activision Blizzard’s Major eSports Leagues

Google’s YouTube will exclusively stream Activision Blizzard’s Call of Duty League, Overwatch League, and Hearthstone Esports, which had previously been on the Twitch streaming platform. The news came just before the Call of Duty League’s inaugural match. In 2018, Twitch inked exclusive Overwatch League streaming rights for a reported $90 million. Additionally, Google Cloud will host Activision Blizzard’s library of games. YouTube Gaming head Ryan Wyatt reported that talks over the rights had been ongoing since last year. Continue reading YouTube Signs Activision Blizzard’s Major eSports Leagues

Mythical Games Blockchain Strategy Gets $19 Million Boost

Los Angeles-based Mythical Games raised $19 million to pursue its mission of creating games with blockchain and allowing players to benefit via ownership. The company, which has dubbed this strategy “player-owned economies,” is at work on its first game. Javelin Venture Partners was the lead investor, joined by new investors Avon Ventures, Alumni Ventures and Hashed. Galaxy Digital, via its Digital EOS VC Fund and Struck Capital, are other current investors. Mythical Games raised $16 million last year in two rounds. Continue reading Mythical Games Blockchain Strategy Gets $19 Million Boost

Blizzard Suspends Pro eSports Player for His Political Stance

Gaming company Activision Blizzard suspended an eSports player who, during a live broadcast, expressed his support for the pro-democracy protest movement in Hong Kong. Professional “Hearthstone” player Chung Ng Wai has been suspended for a year and forced to give up $10,000 in prize money. The move led to a significant backlash from gamers and politicians via social media and online forums. The public relations dilemma is similar to what played out this week following NBA commissioner Adam Silver’s support of free speech, which led to the decision by China’s state-run television not to broadcast two NBA games. Continue reading Blizzard Suspends Pro eSports Player for His Political Stance

Game Industry Takes Steps to Address Loot Box Concerns

In a Federal Trade Commission workshop, Nintendo, Microsoft, and Sony, the biggest game console manufacturers, have vowed to self-impose regulations requiring video game developers to disclose the odds for loot boxes. The FTC is looking at loot boxes, a system in which players buy “random” packages of in-game items without knowing the odds of getting items they actually want. The trade group Entertainment Software Association (ESA) plans to add warning labels and other policies related to loot boxes. Continue reading Game Industry Takes Steps to Address Loot Box Concerns

Sony Unit to Produce Movies, TV Shows Based on Games

Sony Interactive Entertainment (SIE) has launched PlayStation Productions to transform the company’s 100+ video games into film and television projects. The production company, headed by Asad Qizilbash, is at work on its first projects on Sony Pictures’ Culver City lot. SIE Worldwide Studios chair Shawn Layden, who also oversees the new production company, noted that, with 25 years developing games, the company believes “now is a good time to look at other media opportunities across streaming or film or television.” Continue reading Sony Unit to Produce Movies, TV Shows Based on Games

Publishers Hire Top Gamers to Live-Stream New Releases

To draw attention to their new video game releases, major publishers such as Electronic Arts, Activision Blizzard, Ubisoft Entertainment and Take-Two Interactive are paying top-tier gamers to play their new releases live online. Talent and marketing agencies report that these companies can pay the most popular gamers as much as $50,000 per hour to do so. On September 13, Take-Two will pay gamers to live-stream its new release “Borderlands 3,” and again for its October 4 release of “Tom Clancy’s Ghost Recon Breakpoint.” Continue reading Publishers Hire Top Gamers to Live-Stream New Releases

New Netflix CFO Is Expected to Face Cash Flow Challenges

Netflix recently named Spencer Neumann as its new chief financial officer. He faces the unenviable task of convincing investors that the path of investing immense sums of money into original content to grow subscriptions and profits will eventually pay off. Co-founder/chief executive Reed Hastings and chief content officer Ted Sarandos have driven the current strategy relying on original content, which is aimed at battling rivals such as Amazon, Hulu and HBO. They will continue to lead business and content strategy. Continue reading New Netflix CFO Is Expected to Face Cash Flow Challenges

Google, Microsoft Target Triple-A Games via Cloud Streaming

Microsoft and Google are engaged in efforts to enable people to play triple-A games — the most visually complex, big budget games — on devices that are not connected to the Internet, without expensive specialized hardware. The two tech behemoths join game developer Electronic Arts in this 10+year push to allow gamers to stream from the cloud, anytime and anywhere, attracting those who don’t want to buy game consoles or high-end PCs. The move might also tempt existing gamers to play more and spend more time and money. Continue reading Google, Microsoft Target Triple-A Games via Cloud Streaming

Blizzard Entertainment Reveals eSports Expansion Franchises

Blizzard Entertainment, which pioneered competitive eSports 20 years ago in South Korea, is busily turning eSports from a game into a genuine sport. This year, the company, which employs former NBA, NFL, ESPN and Fox Sports executives, launched the Overwatch League’s inaugural season with 12 teams. More than 20,000 spectators attended finals, held at Barclays Center in Brooklyn, with the matches broadcast on ESPN. Blizzard also plans expansion franchises in cities in the U.S., Canada and China. Continue reading Blizzard Entertainment Reveals eSports Expansion Franchises

Tencent Plans to Dominate eSports by Owning the Ecosystem

Chinese tech giant Tencent Holdings is focused on eSports, hosting arena competitions that could boost revenue from its games such as “League of Legends,” importing game titles from abroad, and purchasing the services that stream the games. The company, well known for its WeChat messaging app, is already the world’s largest videogame company by revenue. According to analysts, Tencent dominates China’s $38 billion game market, and recorded an estimated $18 billion in global sales in 2017, about half its total revenue. Continue reading Tencent Plans to Dominate eSports by Owning the Ecosystem

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