Electronic Dance DJ Marshmello Performs ‘Fortnite’ Concert

On February 2, electronic dance producer Marshmello performed a 10-minute concert — as a digital avatar — to gamers playing the popular game “Fortnite.” The runaway success of this unusual mix highlights how games can not only gather millions of players, but also become a stage for a variety of entertainment. Marshmello’s representatives stated that the concert “attracted millions of viewers.” In June, Marshmello participated in an Epic Games’ “Fortnite” tournament, teamed with Tyler “Ninja” Blevins, a celebrity gamer. Continue reading Electronic Dance DJ Marshmello Performs ‘Fortnite’ Concert

CES Panel: The Evolution of Cloud-Streaming Games with 5G

GameSpot editor-in-chief Randolph Ramsay moderated a panel of game industry experts discussing how 5G will change that industry. “5G’s high speed and low latency will be the next big disruption,” he said. Blade Group platform evangelist Bill Rehbock spoke about his company’s Shadow PC streaming service, which provides a complete Windows 10 PC to users. “5G picks up with a minimum of where 4G left off,” he said. “5G makes hand-over [from tower to tower] so robust it will be an enabling technology.” Continue reading CES Panel: The Evolution of Cloud-Streaming Games with 5G

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

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

FoxNext Pursues Mobile Gaming With Aftershock Purchase

FoxNext — the gaming, VR and theme park division of 21st Century Fox — is making a move into mobile games with its purchase of Aftershock, a mobile games spinoff of Vancouver-based Kabam, itself purchased by South Korean gaming company Netmarble. With studios in Los Angeles and San Francisco, Aftershock is developing a massive multiplayer mobile strategy game around the blockbuster movie “Avatar” in partnership with director James Cameron’s Lightstorm Entertainment and 20th Century Fox. Aftershock reportedly has two other game titles in development. Continue reading FoxNext Pursues Mobile Gaming With Aftershock Purchase

Microsoft Rebrands and Upgrades Game Streaming Platform

Microsoft is rolling out new features to its Beam live-streaming game service, along with a new name: Mixer. With a renewed focus on social interactivity, the company will face competition from Amazon’s Twitch, Alphabet’s YouTube and, now, Facebook, which has signed e-sports streaming deals. Microsoft joins the growing live social streaming sector armed with its popular gaming console, the Xbox. Although Microsoft stopped reporting Xbox sales in 2014, it noted last month that its Xbox Live gaming service had 52 million users in the quarter ending March 31. Continue reading Microsoft Rebrands and Upgrades Game Streaming Platform

Facebook Bolsters Premium Content With New eSports Deals

Facebook is pursuing eSports to satisfy user demand for more premium content. Earlier in 2017, the company inked deals with five eSports teams to publish live and on-demand video of players practicing and competing. Now Facebook has signed a deal with global eSports contest organizer ESL, to stream matches, player interviews and additional content. According to SuperData Research, in 2016 people watched 9.6 billion hours of live-streamed eSports and other videogame content, a number projected to rise to 11.4 billion in 2017. Continue reading Facebook Bolsters Premium Content With New eSports Deals

Twitch Moves to Digital Delivery, Microsoft Game Site to Debut

Amazon’s live streaming video platform Twitch plans to begin delivering computer games digitally. Starting this spring, the user will see a “buy” button on website broadcasts of computer games from 20 companies; players can download the game and other goods, such as expansion packs, directly from the site. According to comScore, in the U.S., Twitch is now No. 8 among the top 500 visited websites in terms of average time spent per visitor. Also this spring, Microsoft will debut subscription-based Xbox Game Pass. Continue reading Twitch Moves to Digital Delivery, Microsoft Game Site to Debut

Facebook Drops Price of its Rift VR Headset to Spur Adoption

In an effort to jumpstart sales, Facebook-owned Oculus VR is slashing $100 off the price of its Rift virtual reality headset and its Touch motion controllers. The Rift headset will be lowered to $499, while the Touch drops to $99. Consumers will still need a computer with enough power to support the Rift. When the headset launched last spring, consumers were surprised by the $599 price tag. According to Jason Rubin, Oculus VR head of content, recent surveys indicate that cost has been the primary obstacle to sales. Facebook CEO Mark Zuckerberg believes VR will take at least 10 years to become our next computing platform. Continue reading Facebook Drops Price of its Rift VR Headset to Spur Adoption

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

Marketers and Movie Producers Try Out New VR Experiences

When “Assassin’s Creed” opens in U.S. theaters on Dec. 21, moviegoers will get a chance to experience the cinematic version of a role-playing game via virtual reality. At select AMC theaters, the moviegoer can put on an Oculus Rift VR headset and become a passive character in an action scene with star Michael Fassbender. To create this challenging VR experience, the movie’s producers teamed with chipmaker Advanced Micro Devices (AMD), which provided graphics expertise in exchange for being associated with the popular franchise. Continue reading Marketers and Movie Producers Try Out New VR Experiences

Nintendo Releases Super Mario Franchise on iPhones, iPads

Nintendo is finally releasing its super-popular Super Mario franchise to iPhones and iPads. Although the Super Mario games have been available on Nintendo portable devices since the early 1980s, this marks the first time that the company has released them to mobile devices made by another company, in this case Apple. With more than a half-billion copies sold since he first appeared in “Donkey Kong” in 1981, the iconic mustachioed plumber is believed to be the best-selling game franchise ever. Continue reading Nintendo Releases Super Mario Franchise on iPhones, iPads

ELeague Broadcasts Gaming Competitions on TBS and Twitch

Turner and WME|IMG’s new gaming league ELeague, which began showing “Counter-Strike: Global Offensive” competitions via online video streaming service Twitch, will now debut the winning teams this Friday at 10 p.m. on national cable TV channel TBS. This is the latest attempt to bring eSports to TV, including one by DirecTV, which failed to gain traction. The trick to make it succeed is to translate eSports “online sensibility” to television, bringing some of its 214 million 18-to-25 year old viewers along for the ride. Continue reading ELeague Broadcasts Gaming Competitions on TBS and Twitch

Growing Success of E-Sports Draws Attention of Advertisers

Over 70 million people watch e-sports over the Internet or on TV worldwide, estimates SuperData Research. ESL, Major League Gaming and other independent game leagues put on dozens of competitions per year. Game tournaments now sell out arenas in the same way that professional sports do, and top players receive incomes in the millions. Professional gamers are now granted visas, just as professional athletes are. And the success of the gaming industry is attracting advertisers worldwide. Continue reading Growing Success of E-Sports Draws Attention of Advertisers