Twitch Hack Leaks App Code, Revenue from Streaming Stars

Video game streaming platform Twitch has suffered a data breach resulting in information about the revenue earned by the biggest game streamers leaked to online chat forum 4chan. “Find out how much your favorite streamer is really making!” the hacker wrote in a 4chan data dump labeled “part one.” The perpetrator claimed to have additional information about Twitch’s creator payouts, source code and internal security tools and creator payouts. Without confirming what data was taken, Twitch confirmed the breach, writing on Twitter, “Our teams are working with urgency to understand the extent of this.” Continue reading Twitch Hack Leaks App Code, Revenue from Streaming Stars

New Netflix Hire Signals the Service’s Push into Video Games

As part of its plan to expand into gaming, video streamer Netflix has hired former Electronic Arts and Facebook executive Mike Verdu as its vice president of game development. At Facebook, Verdu worked with developers to bring virtual reality games and other content to Oculus headsets. At Netflix, Verdu will report to chief operating officer Greg Peters and is mandated with bringing video games to the Netflix platform within the next year. Sources said that Netflix does not plan on charging subscribers extra for gaming content. Continue reading New Netflix Hire Signals the Service’s Push into Video Games

Massive Ransomware Attack Affects Hundreds of Businesses

Software company Kaseya was targeted by a cyberattack starting Friday that has since spread to hundreds of mainly small and medium-size businesses. On Monday, Kaseya chief executive Fred Voccola reported to Anne Neuberger, the deputy national security advisor for cyber and emerging technology, that the attackers demanded a $70 million ransomware payment and that his company wasn’t aware of any breach of critical infrastructure impacting national security. According to experts, the attackers may be members of REvil, a Russian cybercriminal group. Continue reading Massive Ransomware Attack Affects Hundreds of Businesses

Valve Sued by Indie Game Developer Over Steam Store Rules

Independent developer Wolfire Games, a digital storefront for bundled games, has filed a lawsuit against Valve, claiming that the 30 percent commission it charges in its Steam Store is monopolistic and anticompetitive. According to Wolfire, Valve controls about 75 percent of the entire PC gaming market, earning an estimated $6 billion in annual revenue from its 30 percent commission. The lawsuit follows Epic Games’ suit against Apple, currently in court, and Microsoft’s decision to slash its own commission fee. Continue reading Valve Sued by Indie Game Developer Over Steam Store Rules

Game Platform Roblox Goes Public, Now Valued at $45 Billion

Gaming platform Roblox went public on Wednesday and saw its shares rise from a reference price of $45 to $69.50, valuing the company at $45 billion. A year ago, the company was valued at $4 billion. The NPD Group reported that a record-breaking $56.9 billion was spent on gaming in the U.S. in 2020, up 27 percent from 2019. Sony enjoyed a 62 percent rise in profit, and Microsoft recorded a first-ever $5 billion in quarterly gaming revenue. In a hot gaming market, Roblox delayed its listing to more accurately price its shares. Continue reading Game Platform Roblox Goes Public, Now Valued at $45 Billion

EA Acquires Game Developer Glu Mobile in $2.4 Billion Deal

Electronic Arts plans to boost its mobile game business by purchasing game developer Glu Mobile in a deal valued at $2.4 billion, one of the highest prices ever paid for a video game studio. Glu Mobile’s creations include, among others, “Diner DASH,” “Disney Sorcerer’s Arena,” “WWE Universe,” “MLB Tap Sports Baseball 2020” and “Kim Kardashian: Hollywood.” According to Glu Mobile, the company’s games earned $1.32+ billion in bookings last year. EA is particularly interested in Glu Mobile’s experience in sports and casual games. Continue reading EA Acquires Game Developer Glu Mobile in $2.4 Billion Deal

Game Publishers Launch a Plan to Raise Game Prices to $70

Game publishers have discussed raising the cost of video games, set at $60 in the 1990s, for decades, and are finally moving ahead with a plan to raise the standard price to $70, despite the doubling of U.S. unemployment due to the COVID-19 pandemic. Take-Two Interactive Software was one of the first to offer a $70 game with “NBA 2K1.” Meanwhile, Microsoft promotes its Xbox Game Pass, a subscription service with 100+ titles for $10 per month. Sony plans to offer a subscription service with fewer titles. Continue reading Game Publishers Launch a Plan to Raise Game Prices to $70

EA and Learfield IMG College Launch a New eSports League

Electronic Arts and university licensing company Learfield IMG College teamed up to debut Level Next, an intercollegiate eSports league that will involve up to 2,500 colleges. The league aims to “unify competitive play at universities,” and will kick off on November 9 with “Madden NFL 21.” The first eight-week tournament will offer a $150,000 prize pool. At least one of EA’s eSports franchises will be featured each season. Level Next will host multiple seasons each year and feature games from different publishers. Continue reading EA and Learfield IMG College Launch a New eSports League

IBM Provides AI-Based Solutions for U.S. Open Without Fans

In June, the U.S. Tennis Association (USTA) opted to hold the 2020 U.S. Open in New York (August 31-September 13) without fans due to COVID-19. That decision launched many changes, from electronic line calling to food-ordering apps for athletes. USTA has been working with IBM to integrate artificial intelligence for such uses as creating broadcast highlight reels based on crowd reaction. The June decision was “a pivotal moment,” said IBM’s sports and entertainment marketing program director Kristi Kolski. “A lot of the solutions that we had in the pipeline were no longer going to be viable.” Continue reading IBM Provides AI-Based Solutions for U.S. Open Without Fans

Video Game Publishers Post Record Profits During Pandemic

Video game publishers Activision Blizzard, Electronic Arts and Take-Two Interactive Software are all on track to post strong earnings this week, the beneficiaries of increased game playing during the COVID-19 pandemic. According to analysts, these publicly traded game publishers have reaped rewards from players spending on virtual goods such as costumes for characters. FactSet predicts the companies will “more than double” their adjusted earnings from the same quarter from the previous year. The global games industry is valued at $149 billion. Continue reading Video Game Publishers Post Record Profits During Pandemic

Brands Experiment With Placing Ads in Console Video Games

As an experiment, some advertisers are placing TV ads in video games with the aim of reaching a younger demographic less likely to watch traditional television. Ad tech firm Simulmedia is running the tests, such as enabling the Turner division of AT&T’s WarnerMedia to run ads promoting Turner properties — the animated “Rick and Morty,” sci-fi series “Snowpiercer” and celebrity golf show “The Match” — within Electronic Arts’ “UFC 3” fighting game. That was followed by Experian testing an ad for Experian Boost within the same game. Continue reading Brands Experiment With Placing Ads in Console Video Games

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

Facebook Provides Early Global Access to eSports Feature

Facebook Gaming is introducing worldwide early access to tournaments for eSports amateurs. Though the feature had been in development for some time, said Facebook Gaming head engineer Mina Abouseif, the company released it early to help people shut-in due to the coronavirus pandemic cope better with the isolation. The tournaments feature was originally designed for live gaming events, but Facebook shifted it to one that will help people stay connected to friends, family and communities via “friendly competition.” Continue reading Facebook Provides Early Global Access to eSports Feature

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