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

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

CTA Reveals Compelling New Stats for Gaming and eSports

According to a study on “2019 Future of Gaming” from the Consumer Technology Association (CTA), 70 percent of Americans aged 13 to 64, an estimated 192 million people, currently play electronic games. This significant demographic shift over the last ten years has largely been sparked by the introduction of live game streaming services, which have added a social and connected experience. The study defined gamers as those who played video games at least one hour over the past three months. CTA published a second report on the growth of eSports. Continue reading CTA Reveals Compelling New Stats for Gaming and eSports

Games Are Targets for Ransomware and Credential Stuffing

Cybersecurity firm Cyren recently discovered Syrk, a free tool that allows players to cheat at video game “Fortnite.” It also learned that Syrk can disable anti-malware software and encrypt batches of user files for ransom. Akamai has reported a significant rise in so-called credential-stuffing attacks, by which criminals use stolen identities in automated attacks to break into accounts. Akamai found 55 billion credential stuffing attacks from November 2017 to the end of March 2019. Gaming sites had 12 billion of these attacks. Continue reading Games Are Targets for Ransomware and Credential Stuffing

Microsoft and Google Making Progress in Streaming Games

Streaming games have taken a step forward. Microsoft is tapping its Research division and 54 global regional Azure data centers for Project xCloud, which aims to transform the Xbox from a box into a hub. The company hopes to test it publicly in 2019. Meanwhile, Google is beta-testing Project Stream, which streams games over the Internet via the Chrome browser. Although gaming boasts 2.3 billion players, console makers are now second place to mobile games, which are responsible for more than half of this year’s $138 billion revenue. Continue reading Microsoft and Google Making Progress in Streaming Games

Global Game Industry Earned $91 Billion in Revenues in 2016

According to SuperData Research, games were a $91 billion global market in 2016, with mobile games accounting for $41 billion (about 18 percent). In second and third place, retail games were valued at $26 billion, and free online games at $19 billion. SuperData also noted virtual reality, e-sports and gaming video content, all of which were characterized as small but growing fast, thus promising for 2017. “Monster Strike,” “Pokémon Go” and “Clash Royale” were among the blockbuster hits that made mobile games a winning category. Continue reading Global Game Industry Earned $91 Billion in Revenues in 2016

Nintendo Bringing its Popular Games to Apple Mobile Devices

At the Apple iPhone 7 launch, Niantic Labs chief executive John Hanke announced that “Pokémon Go” — which has been downloaded 500 million times worldwide — is coming to the Apple Watch. Following the announcement Nintendo shares skyrocketed 20 percent; since that and the debut of “Super Mario Run” (coming to iOS this year), the company’s shares have risen more than 65 percent in the past few months. With the new Pokémon app, the company has improved its safety: players can simply walk without having to constantly look for what Pokémon are nearby. Continue reading Nintendo Bringing its Popular Games to Apple Mobile Devices

E3 Loses Exhibitors as Publishers and Gamers Connect Online

When the Electronic Entertainment Expo (E3) opens its doors in Los Angeles next week, some familiar game publishers will be missing for the first time. Electronic Arts has opted to hold its own mini-expo, Activision did not take a booth this year, and Disney is exiting the video game publishing business. That’s big news for E3, the industry’s premiere trade show that draws 50,000 video game industry members and historically has been the site of major title unveilings and celebrity appearances. Some ask whether E3 might be losing its luster. Continue reading E3 Loses Exhibitors as Publishers and Gamers Connect Online

YouTube Gaming Focuses on Live, Mobile Capture, 360 VR

YouTube’s gaming video site draws hundreds of millions of gamers watching 144 billion minutes of game videos every month, half of which are on mobile devices. YouTube Gaming content creators have posted videos on more than 25,000 games. The channel’s fans are 30 percent women, 30 percent over 34 years old and 47 percent parents. Now 11 years old, YouTube continues to evolve its gaming ecosystem, with a push to do more livestreaming of games, a new “mobile capture” feature and an emphasis on 360-degree VR game videos. Continue reading YouTube Gaming Focuses on Live, Mobile Capture, 360 VR

Video Game Downloads Becoming More Popular This Year

This holiday shopping season comes at an opportune time for the gaming industry — the latest “Fallout” and “Call of Duty” games have hit the shelves and the newest consoles have hit their stride in terms of price and availability. However, video game sales are down and GameStop and Electronic Arts recently reported disappointing earnings. The dismal numbers may be due to an increased number of game downloads, which are not usually counted in these reports. Continue reading Video Game Downloads Becoming More Popular This Year