Akamai Reports a Rise in Game Hacking During the Pandemic

Cyberattacks against gamers have increased during the coronavirus pandemic, according a report from cloud services company Akamai, which detailed that hackers attempted almost 10 billion credential-stuffing attacks to take over accounts. Akamai security researcher Steve Ragan, who wrote the report, noted that, “as games move online and leverage cloud infrastructure and cross-platform and cross-generation play, that’s an attack surface.” “The bigger the attack surface, the more room [hackers] have to play,” he added. Continue reading Akamai Reports a Rise in Game Hacking During the Pandemic

Google Stadia Code Reveals Plans to Debut Free Tier, More

When Google debuted its Stadia cloud gaming service in November of last year, players had one choice: Stadia Pro, priced at $10 per month. But the company had stated it would unveil two tiers of service, and it appears to be on the verge of introducing its free tier, as well as a player limit and YouTube live streaming. Google Stadia has not revealed a launch date for the potential free tier, which was found in the code of its version 2.7 update. Also revealed in the code is a new option to sign up without a paid code. Continue reading Google Stadia Code Reveals Plans to Debut Free Tier, More

Amazon Reportedly May Sell Twitch Services to Third Parties

Five years ago, Amazon acquired Twitch and got a leg up in video game streaming. Now Amazon is reportedly preparing to wrest new revenue from Twitch by selling its streaming technology to other companies. In doing so, the company would be taking the same path it did with Amazon Web Services (AWS), which was first used internally and then rolled out for general use. AWS now accounts for half of all Amazon revenue. Should Amazon sell Twitch technology to third parties, it would likely rebrand it for potential buyers. Continue reading Amazon Reportedly May Sell Twitch Services to Third Parties

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

Intel‘s Sneak Peek of Innovative Two-Screen PC for Gamers

Intel is developing its Honeycomb Glacier to bring two-screen PCs to gamers. The primary panel is 15.6-inch 1080p; the secondary one is 12.3-inch 1920×720. Up until now, laptops with a secondary screen have been uncomfortable and awkward to use, but the Honeycomb Glacier resolves that problem by using a double hinge to lift both screens into the air. The lifted screen automatically stays in the angle chosen by the user due to a mechanical one-way roller clutch. A button on the left side disengages it. Continue reading Intel‘s Sneak Peek of Innovative Two-Screen PC for Gamers

Growing Number of U.S. Adults Now Playing Video Games

According to “2019 Essential Facts About the Computer and Video Game Industry,” a new annual report from gaming industry trade group Entertainment Software Association, about 65 percent of adults now play video games in the United States. That adds up to more than 164 million people, and each year, the total grows. The report also indicates that three-fourths of U.S. adults have at least one gaming player at home, while 93 percent of those households own a smartphone on which half of them play video games.

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Machine Learning Is Being Used to Upscale Classic Games

Gamers have discovered a way to use machine learning to improve the graphics of older games. Called “AI upscaling,” the technique uses an algorithm to take a low-resolution image and, based on training data, generates a version with more pixels. Although upping the resolution of images is not new, machine learning has improved both the speed and the quality of the end result. On the r/GameUpscale subreddit, which is moderated by Norwegian teacher and student Daniel Trolie, users share “tips and tricks” on the practice. Continue reading Machine Learning Is Being Used to Upscale Classic Games

Nintendo to Introduce Two New Switch Versions for Gamers

As soon as this summer, said sources, Nintendo will introduce two new version of its Switch gaming consoles, which is entering its third year in the market. One new version will target gamers with relevant features, although hardware suppliers and Nintendo developers — who have access to a prototype — said it will not be as powerful as Sony’s PlayStation 4 Pro or Microsoft’s Xbox One X. The second version is aimed at casual gamers, and is intended as a replacement to its 3DS device, said the same sources. Continue reading Nintendo to Introduce Two New Switch Versions for Gamers

Twitch, YouTube Gaming Continue Growth in Viewing Hours

According to a new “State of the Stream” report from live-streaming platform StreamElements, gaming fans watched nearly 9.4 billion hours of content on Twitch last year, a 25 percent growth rate over 2017. While YouTube Gaming’s live content viewing totaled 2.3 billion hours (or about a quarter of Twitch’s hours), YouTube’s year-to-year growth rate was an impressive 104 percent. Microsoft’s live-streaming Mixer, which launched in 2016, had almost 168 million hours watched last year, which was an increase of 179 percent over 2017. Continue reading Twitch, YouTube Gaming Continue Growth in Viewing Hours

Epic’s New Game Store Poses Threat to Steam’s Dominance

During The Game Awards last week, Epic Games debuted a new digital marketplace that offers a favorable 88/12 percent revenue split to game creators. By opening a new marketplace, the company may be establishing a game store competitor to Valve’s Steam, which has dominated PC game distribution for over ten years. Epic chief executive Tim Sweeney has also pledged to better support creators. Although the store’s first list of games is small, it will be part of Epic Launcher, the software required to update and play “Fortnite.” Continue reading Epic’s New Game Store Poses Threat to Steam’s Dominance

Microsoft Builds a Videogame Controller for Disabled Players

Microsoft is readying the debut of its Xbox Adaptive Controller for Xbox One consoles and Windows 10 computers, its first videogame controller for people with disabilities. The controller, slated to go on sale later this year, will cost $100, about $40 more than the standard version. Currently, disabled players often rely on more expensive, customized gear. According to AbleGamers, which advocates for accessibility in the videogame industry, more than 33 million people in North America with a disability play videogames. Continue reading Microsoft Builds a Videogame Controller for Disabled Players

Multiplayer Games Led by ‘Fortnite’ Are Driving Headset Sales

According to NPD Group, Epic Games’ survival shooter game “Fortnite” and other PlayStation, Xbox and PC multiplayer games are driving sales of headsets to gamers who like to talk to other gamers while they play. NPD, which tracks the $36 billion U.S. videogame industry, added that sales of game accessories and gift cards have now risen to $372 million. This record-breaking sales number is due to the popularity of multiplayer games, said NPD analyst Mat Piscatella, who pointed to “Fortnite,” which has become a smash hit. Continue reading Multiplayer Games Led by ‘Fortnite’ Are Driving Headset Sales

Facebook Is Testing Playable Ad Format With Game Previews

At F8 2018 on May 1, Facebook plans to reveal more details of a new playable ad format that it just started testing with a few game developers. The ad allows players to preview a game before installing it, with the goal of driving more “high-intent” installs. Later this year, Facebook plans to roll out the new ad format across its News Feed, and to all advertisers. Facebook is also testing Premiere, which lets content creators debut pre-recorded videos, with real-time chats, as Facebook Live moments. Continue reading Facebook Is Testing Playable Ad Format With Game Previews

Nintendo Debuts Labo Cardboard Add-Ons for Young Gamers

Nintendo has begun selling Nintendo Labo, $70 and $80 cardboard add-ons that, with software, let users transform the hybrid Switch tablet/console into a miniature piano, motorcycle handlebars, robot exo-skeleton and other objects. The goal is to appeal to new users outside its core base of hardcore gamers. Nintendo president Tatsumi Kimishima said that only 10 percent of Switch users last year were younger than 16, likely due to its $300 price point, which is more than double Nintendo’s 3DS handheld system. Continue reading Nintendo Debuts Labo Cardboard Add-Ons for Young Gamers

8 Circuit Studios Uses Blockchain, Ethereum to Build Games

Creating Metaverse, the digital universe depicted in “The Matrix,” “TRON” and “Ready Player One” and described by novelists William Gibson and Neal Stephenson, sounds like a nearly impossible feat. But Seattle-based 8 Circuit Studios, staffed by veteran gamers, plans to rely on its expertise plus blockchain and cryptocurrency to develop this world more quickly than previously deemed possible. That’s because the company proposes that gamers, developers and publishers will work together to create the Metaverse ecosystem. Continue reading 8 Circuit Studios Uses Blockchain, Ethereum to Build Games

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