Netflix Buys Seattle-Based Children’s Game Studio Spry Fox

Netflix continues to build-out its games portfolio, adding a sixth gaming studio, the Seattle-based Spry Fox. Founded in 2010 by Daniel Cook and David Edery, Spry Fox focuses on children’s games, with titles including “Alphabear,” “Triple Town” and “Cozy Grove.” Netflix VP of games studios Amir Rahimi says the new purchase will help accelerate Netflix in a popular genre known as “cozy games.” The announcement comes weeks after Netflix VP of gaming Mike Verdu made public that the company plans to open a new games operation in Southern California and is considering a move into cloud gaming. Continue reading Netflix Buys Seattle-Based Children’s Game Studio Spry Fox

Netflix Expands Games Initiative with a New Studio in Finland

Netflix has made some budgetary cuts recently, but not in gaming. After three acquisitions, the company is building its first game studio from scratch. The new unit will be Netflix’s second gaming outfit in Finland, and the company has hired Zynga’s Marko Lastikka to run it. Earlier this year, the streamer acquired the Helsinki-based Next Games. The company’s mobile games portfolio also includes developers Boss Fight Entertainment in Allen, Texas and Glendale, California’s Night School Studio. Helsinki “is home to some of the best game talent in the world,” according to Netflix VP of game studios Amir Rahimi. Continue reading Netflix Expands Games Initiative with a New Studio in Finland

Creators Launch Audio Collective to Support New Community

Clubhouse, the popular audio chat app, has inspired other social media platforms to follow in its footsteps. In the process, the nascent audio creation space now has its own influencers. In response, 40 audio creators have established the Audio Collective to serve this cohort. The Collective has positioned itself as a one-stop shop for event planning, brand consulting, support and community. The founders also plan to ask Clubhouse for better moderation policies, insights and performance metrics as well as monetization tools. Continue reading Creators Launch Audio Collective to Support New Community

Streaming Platforms Benefited from 2020 COVID Lockdowns

In 2020, many analysts expected a shakeout among the burgeoning number of streaming services. Instead, the COVID-19 pandemic led to record-breaking viewing. U.S. subscription numbers are expected to finish the year 50+ percent higher than a year ago, according to data from Moffett Nathanson and HarrisX, whose chief executive Dritan Nesho said “streaming coexistence and parallel growth” were leitmotifs for the year. Newcomers AT&T’s HBO Max and Disney+ also saw a rise in app downloads when they debuted feature films. Continue reading Streaming Platforms Benefited from 2020 COVID Lockdowns

Triller Rolls Out the Red Carpet to Attract TikTok Influencers

Small social video app Triller saw an opportunity to grow in July when news of a potential TikTok ban was brewing. Triller’s first “get” was the Sway Boys, a group of TikTok influencers who had been mulling over the idea of starting their own app but were convinced to join Triller by its majority owner, entertainment executive Ryan Kavanaugh. He offered them a juicy deal: In exchange for joining, he told them, he’d give them equity and roles within Triller. And they could still post on TikTok, just less frequently. Continue reading Triller Rolls Out the Red Carpet to Attract TikTok Influencers

Instagram Removes the IGTV Button From Its Main Screen

Instagram has removed the IGTV button from the main screen of its app because so few people use it, instead “finding IGTV content through previews in Feed, the IGTV channel in Explore, creators’ profiles, and the standalone app,” according to the company. Instagram, which launched IGTV in 2018 as a way to post long-form video, has not stated whether it will replace the icon with another. IGTV allows video uploads of up to one hour for celebrities and influencers and 10 minutes for everyone else. Continue reading Instagram Removes the IGTV Button From Its Main Screen

New Disney Streamer Tops App Downloads, Google Search

In the first month since its debut, streaming platform Disney+ ranked No. 1 every day in Apple’s App Store and Google Play in the U.S., with 22 million global downloads of its mobile app. According to Apptopia, Disney+ has averaged 9.5 million daily active users, 84 percent of whom reside in the U.S. It added that the new streaming service also has 5.8 percent longer average session times on a per-user basis than Netflix and 7.8 percent longer than Amazon Prime Video. Google reported that “Disney Plus” was its top search trend for 2019. Continue reading New Disney Streamer Tops App Downloads, Google Search

Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads

According to Apptopia, Epic Games’ free game “Fortnite” can now count 100 million downloads on the Apple iOS platform in 138 days, or less than five months, earning $160 million in iOS in-app purchases. Counting versions for the PC, PlayStation 4, Xbox One and Nintendo Switch, “Fortnite” has posted $1 billion in revenue since its “Battle Royale” version was introduced in September 2017. That compares with “Super Mario Run” (100 million downloads in 68 days) and “Pokémon Go” (100 million iOS downloads in 71 days). Continue reading Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads

‘Pokémon Go’ Is Still Popular: Passes $1.2 Billion in Revenue

According to the latest figures from Apptopia, mobile AR game sensation “Pokémon Go” has reached 752 million downloads and has earned more than $1.2 billion in revenue. The freemium game supports in-app purchases; total revenues for last year topped $950 million. The game “had about 60 million monthly players in June, with 20 percent of them opening the game at least once a day,” reports VentureBeat. “While that’s down from the app’s peak last August, which was at 100 million monthly users, it’s still a huge number.” Apptopia breaks down the game’s players: 57.4 percent are male, 38 percent are millennials (ages 19-34), and 32.5 percent are 18 or younger. Continue reading ‘Pokémon Go’ Is Still Popular: Passes $1.2 Billion in Revenue