Netflix to Introduce Daily ‘Trivia Quest’ Game Show on April 1

Netflix will premiere daily interactive quiz series “Trivia Quest” on April 1. Based on Etermax’s hit game “Trivia Crack” — which Netflix says is “the No. 1 multi-platform trivia franchise in the world” — the streaming animated show will feature 24 questions (12 standard, 12 difficult) across categories including science, history, entertainment, sports, art and geography. As with Netflix’s prior interactive specials, “Trivia Quest” has a “narrative twist,” taking players on a mission to help Willy “rescue the animated citizens of Trivia Land from the Evil Rocky, who’s bent on hoarding all the knowledge in the world.” Continue reading Netflix to Introduce Daily ‘Trivia Quest’ Game Show on April 1

Facebook Streams Free-to-Play Games via Its Cloud Service

After beta-testing with 200,000 users, Facebook debuted a cloud gaming service for Android and the web, providing smaller free-to-play games such as “Asphalt 9: Legends,” “PGA TOUR Golf Shootout,” “Solitaire: Arthur’s Tale” and “Mobile Legends: Adventure.” Over time, the social media giant plans to add more games, which can be found in its Gaming section. In conjunction and to remind people about the new games, Facebook is also introducing “cloud playable ads,” derived from games’ native code. Continue reading Facebook Streams Free-to-Play Games via Its Cloud Service

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

PwC Forecast Points to Growth in Gaming, VR and eSports

Consulting firm PwC predicts a 6.3 percent compound annual growth rate for console video games over the next five years in the U.S., with revenue increasing from $21 billion in 2016 to $28.5 billion in 2021. “That doesn’t include PC games microtransaction revenue, which is expected to grow from $3 billion in 2016 to $4.2 billion in 2021,” reports VentureBeat. PwC also predicts social and casual games will surpass console games this year. Meanwhile, the PwC forecast points to significantly faster growth rates for virtual reality and eSports in the U.S. Continue reading PwC Forecast Points to Growth in Gaming, VR and eSports

Facebook Messenger to Launch New Instant Games Platform

Facebook is again advancing into gaming. The company not only introduced Facebook Gameroom, its desktop PC gaming platform but now is preparing to launch Instant Games, a platform on Messenger for lightweight HTML5 games. King, of “Candy Crush” fame, is already testing an Instant Game, “Shuffle Cats Mini,” in New Zealand, and game studio Big Viking is also planning on debuting titles for the upcoming Instant Games launch. Facebook added chess, basketball and soccer mini-games to Messenger earlier in the year. Continue reading Facebook Messenger to Launch New Instant Games Platform

Virtual Reality Startups Define Diverse Facets of New Medium

The tech world is awash in virtual reality startups, each of them focusing on developing different aspects of the new medium. Oculus VR, which was purchased by Facebook last year for $2 billion, has made great strides in several areas, including its virtual reality head-mounted display Oculus Rift, but is also working on Oculus Cinema, a consumer-facing movie-watching app. Other companies are creating avatars, virtual worlds and virtual games, and a camera that allows viewers to go on tours of homes for sale and hotel rooms. Continue reading Virtual Reality Startups Define Diverse Facets of New Medium

Gaming Trend: Adult Women Steal Lead from Under-18 Males

The adult female gaming demographic now doubles the under-18 male gaming demographic, according to The Entertainment Software Association’s annual sales, demographics and usage data report. While 17 percent of video game users are males under the age of 18, women over the age of 18 now account for 36 percent. In total, males account for 52 percent of the total gaming population, a three percent drop from last year. However, there has also been a 32 percent increase in female gamers over 50 years old. Continue reading Gaming Trend: Adult Women Steal Lead from Under-18 Males

Zynga Turns Social Games to Online Gambling on Facebook

Social gaming company Zynga is releasing gambling games in the UK, where online gambling is legal. Zynga has partnered with British online gambling company Bwin.party to introduce gambling games for Facebook and mobile devices. The gambling titles plan to leverage the popular social and mobile aspects of online games. The partnership may also be a sign that others will enter the online gambling market. Continue reading Zynga Turns Social Games to Online Gambling on Facebook

Companies use Facebook Credits as Incentives with ifeelgoods Help

  • Facebook “Credits” began as a means of purchasing virtual goods for social games, and then were used as a tool for other digital goods such as movies.
  • Companies are now leveraging Credits in a new way — to attract consumers to their brands via the social network.
  • The ifeelgoods platform helps retailers provide consumers with Facebook Credits, which can then be used for tasks including: “liking the retailer on Facebook, signing up for an email distribution list, making a purchase, checking into a location or answering a survey.”
  • The company suggests that Credits may be more effective than offering a coupon or discount code, “because consumers like to believe they are receiving something, especially if they know they don’t have to make a purchase.”
  • Facebook users can then post related information to their wall (ifeelgoods claims consumers are willing to share this information 60 to 70 percent of the time).
  • Ifeelgoods has raised $6.5 million in capital.