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

Madefire and Magic Leap Collaborate on Comic Books in AR

Madefire, which makes digital versions of comic books, has collaborated with Magic Leap to debut its first Motion Book experiences in augmented reality on Magic Leap One Creator Edition, the developer version headset that costs $2,300. The comics are available in the Magic Leap World! Explore stories. In the past, Madefire has also collaborated with DC Comics and Marvel to create digital comics. Its platform, which is available on iOS, Android as well as Oculus Rift, offers 40,000 comics including Blizzard’s Overwatch comics. Continue reading Madefire and Magic Leap Collaborate on Comic Books in AR

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

Unity’s AI-Enabled CineCast Allows Dynamic Game Viewing

At this week’s Unite LA event, Unity Technologies debuted CineCast, an AI-powered camera system that is intended to change how people stream, watch and interact with games and eSports. CineCast, which will enter beta in 2019, lets them create and view different camera angles. Unity introduced this technology to offer a better viewing experience for watching games such as “Overwatch.” Although the Overwatch League created similar tools, they don’t reach everyone, and Unity hopes to attract more viewers to the games. Continue reading Unity’s AI-Enabled CineCast Allows Dynamic Game Viewing

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

ESports Popularity Leads to Skyrocketing Revenue, Fanbase

ESports is booming, having earned $756 million in 2017 and anticipated to reach $1 billion in 2018. Traditional sports leagues are launching eSports leagues and buying eSports franchises, and more than 60 colleges and universities offer eSports programs recognized by the National Association of Collegiate eSports (NACE), while many more have unofficial programs. Colleges are doing everything from supporting student eSport athletes with scholarships and building eSports arenas. UC Irvine actively recruits talented players. Continue reading ESports Popularity Leads to Skyrocketing Revenue, Fanbase

Epic Games’ Debut of ‘Fortnite’ Free Mode Results in a Big Hit

When Epic Games debuted “Fortnite” in July for $40, it wasn’t a big hit, so the company debuted a free version to create buzz. Since then, Epic Games’ servers have been nearly overwhelmed by an estimated 40 million gamers playing the free and paid versions of the game, putting it in the same category as Activision Blizzard’s big hit “Overwatch.” Epic Games, which would not disclose sales numbers, plans to make the main version free later this year. “Fortnite” is available on PCs and consoles such as PlayStation 4. Continue reading Epic Games’ Debut of ‘Fortnite’ Free Mode Results in a Big Hit

Overwatch League, NBA 2K League Establish eSports Profile

In November 2016, Blizzard announced it was creating the Overwatch League, the first-ever eSports venture to model itself after professional North American sports, with franchised teams in major cities, salaried athletes and live spectator events. This was in the early days of “Overwatch,” a first-person shooter, team-based game, which had already accrued die-hard fans when it was in beta. The game, an “optimistic” battle between heroes and AI robots, has become a huge hit, with more than 35 million players and more than $1 billion in annual revenue. Continue reading Overwatch League, NBA 2K League Establish eSports Profile

Two Groups Vie to Form NCAA-Like Organization for eSports

ESports is booming on college campuses; 40 colleges created “varsity” eSports programs, with full-time coaches and staff members, official arenas, player recruitment and eSports scholarships. The NCAA, the main organizing body for collegiate sports, is still mulling over whether eSports is a fit for its qualifications as a sport, even as the Big Ten, the Pacific-12 and colleges begin to look more favorably on accepting it as an athletic endeavor. Meanwhile, grassroots groups are working to create an NCAA-like organization. Continue reading Two Groups Vie to Form NCAA-Like Organization for eSports

EA Switches to Microtransactions for New ‘Star Wars’ Sequel

Electronic Arts, with the debut of “Star Wars Battlefront II” at E3 in Los Angeles this week, plans to abandon the sales of “expansion packs,” which are the maps, quests and other content sold separately for videogames. Instead, it will send customers smaller packs for free, as a way to keep them playing the game, and use microtransactions to sell less expensive virtual goods. The company is basing this switch of sales pipelines on the fact that microtransactions, even in free-to-play mobile games, have garnered billions of dollars. Continue reading EA Switches to Microtransactions for New ‘Star Wars’ Sequel

Activision Blizzard Plans E-Sports League Around ‘Overwatch’

Activision Blizzard, the biggest videogame company in the U.S. by market value, is taking steps to create an e-sports league that more closely resembles a traditional sports league. The company is in conversation with more than 100 e-sports and traditional sports teams to drum up interest in a league for its game “Overwatch” that would function like the National Football League. Competitive videogaming has gained in popularity and viewership, heading towards an estimated 10 percent of all U.S. sports viewing by 2020. Continue reading Activision Blizzard Plans E-Sports League Around ‘Overwatch’