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December 2nd, 2020, 22:23 Posted By: wraggster
A decade ago, Activision Blizzard had a toe in almost every corner of the business. It had AAA core gaming and budget titles. It had original IP and licensed games based on kids movies and comic books. It had single-player adventures and massively multiplayer online worlds.
Part of the way it became such an all-encompassing entity was through mergers and acquisitions. Activision bought RedOctane and the Guitar Hero franchise when they were just taking off, and then acquired FreeStyle Games, Budcat Creations, and 7 Studios to churn out more content in the briefly insatiable rhythm game genre. It merged with Vivendi Games to bring Blizzard's MMO, RTS, and action RPG hits into the fold and become a force in PC gaming. It bought Bizarre Creations to fill the racer-shaped hole in its portfolio.
So given Activision Blizzard's interest in expanding into trending new markets and willingness to buy its way into them, why wasn't it making a move for mobile in 2010, the year the iPad debuted and smartphones were still ascendant?
As CEO Bobby Kotick explained at the Reuters Global Media Summit, he just wasn't interested in mobile games.
Was Activision Blizzard right to ignore mobile? | 10 Years Ago This Month | GamesIndustry.biz
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December 2nd, 2020, 22:30 Posted By: wraggster
Genshin Impact made $393 million in two months on mobile, from its release on September 28.
MiHoYo's hit generated around $6 million a day on average during that period. According to Sensor Tower's latest data, the only mobile title surpassing Genshin Impact in the period between its launch and November 28 was Tencent's Honor of Kings, which generated $467 million in revenue.
It's worth noting that this data does not include revenue from third-party Android stores, which are widely used in territories such as China. And the country happened to be the largest market for player spending during Genshin Impact's first two months, making up 30.5% of the total revenue (equalling $120 million). Japan charted at No.2 with $98 million, followed by the US with $74 million.
PUBG Mobile was a close third in the charts from September 28 to November 28, sitting right behind Genshin Impact with $384 million generated. Completing this top five were Pokémon GO with $238 million and Coin Master with $229 million.
https://www.gamesindustry.biz/articl...nths-on-mobile
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December 2nd, 2020, 22:32 Posted By: wraggster
Apple unveiled its list of the best apps and games of 2020, with MiHoYo's Genshin Impact being named iPhone Game of the Year.
Riot Games' Legends of Runeterra won iPad Game of the Year, while ZA/UM's hit Disco Elysium was named Mac Game of the Year.
RAC7's Sneaky Sasquatch was the first recipient of the Apple Arcade Game of the Year prize. Finally, Raw Fury's Dandara Trials of Fear won Apple TV Game of the Year.
https://www.gamesindustry.biz/articl...me-of-the-year
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December 2nd, 2020, 22:42 Posted By: wraggster
Italian regulators have fined Apple $12 million for making misleading and unfair claims about iPhone water resistance. The fine was imposed by L'Autorita Garante della Concorrenza e del Mercato (AGCM), which translates literally as the guarantee authority for competition and the market. This is the competition watchdog responsible for ensuring that companies treat both consumers and competitors fairly.
First, it says, Apple made water resistance claims without making it clear to consumers that these were true only in ideal laboratory conditions, and phones had not passed the same tests in real-life conditions. [...] Second, and more seriously, Apple made iPhone water resistance claims in its marketing, but then refused warranty service on phones which suffered water damage.
Apple has been fined ten million Euros, and additionally ordered to publish a notice on its Italian website through a "Consumer protection information" link. The potentially opens the way for similar rulings in other European Union countries, and could conceivably lead to class action lawsuits in the US and elsewhere, now that the issue has been highlighted. SetteBIT notes that the ruling references three Apple ads. Apple tends to delete older ads from its YouTube channel, but the site archives its own copies, providing proof of the claims originally made.
Italy Fines Apple $12 Million For Unfair Claims About iPhone Water Resistance (slashdot.org)
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December 9th, 2020, 22:57 Posted By: wraggster
Honor of Kings returned to the top of the mobile games revenue charts in November with $250 million in total spending.
That's up 62% year-over-year, and sees 96% of its total revenue coming from China according to numbers shared by Sensor Tower.
At No.2 was PUBG Mobile, which grossed about $174 million, up 4% year-over-year and with 54% of total revenue coming from China's version of the game, Game for Peace. 11% of revenue was from the US.
In the third spot is last month's top game, Genshin Impact, which generated $143 million on mobile in its second month after launch. The majority of its revenue was from Japan at 27%, while 25% came from China.
https://www.gamesindustry.biz/articl...ts-in-november
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December 9th, 2020, 23:00 Posted By: wraggster
Mobile games were the top category for growth on app stores this year, App Annie reported.
In its latest report, looking back at the mobile market for 2020, the analytics company highlighted that for every dollar spent on iOS and Google Play, $0.71 were for games this year. Gross consumer spend reached $112 billion on mobile in 2020, $81 billion of which came from games.
They represented 40% of mobile app downloads across Google Play and App Store this year, that is to say 53 billion downloads were games out of 130 billion overall.
Looking at the breakdown of that figure between the two stores, 45% of all Google Play downloads were games (an increase compared to last year's 40%), representing 42 billion downloads out of a total of 94 billion. On iOS, games were only 30% of all iOS downloads, that being 11 billion game downloads out of 36 billion total. The figure was the same in 2019.
https://www.gamesindustry.biz/articl...mes-at-usd81bn
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December 15th, 2020, 22:47 Posted By: wraggster
Apple yesterday introduced new app privacy labels on its stores, which allow users to see what type of data is collected by the applications they download and use.
As reported by TechCrunch, these new labels mean developers now need to disclose their privacy practices when they submit an app to the App Store. The new policy applies to apps made available to iOS, iPadOS, macOS, watchOS and tvOS.
Announced at WWDC 2020 in June, these labels take the form of an App Privacy summary available on each product's page (see image right), disclosing the "types of data the apps might collect, whether that data is shared with third parties, and the option for users to opt out," Apple said. This information is displayed across three categories: data used to track you, data linked to you, and data not linked to you.
https://www.gamesindustry.biz/articl...ng-transparent
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December 17th, 2020, 00:26 Posted By: wraggster
A year dominated by a global pandemic has seen five mobile games break $1 billion in revenues so far, according to Sensor Tower.
In a post on its blog, the mobile data firm said Tencent scored the two biggest hits of the year with PUBG Mobile and Honor of Kings, which have brought in $2.6 billion and $2.5 billion so far this year, respectively.
(Those numbers do not include revenue from third-party Android stores in China or other regions, but the PUBG figure does include revenues from its Chinese localization Game for Peace.)
The PUBG Mobile number represents a 64.3% jump year-over-year, while Honor of Kings is up 42.8%.
There was a considerable gap between the top two performers and the next best-performing mobile game of the year, Pokémon Go. Ninantic's adaptation of the monster collecting title has brought in $1.2 billion year-to-date, up 31.5% year-over-year.
Five mobile games topped $1b in revenue this year - Sensor Tower | GamesIndustry.biz
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December 18th, 2020, 13:42 Posted By: wraggster
fMSX v5.9 is released. fMSX is a program that emulates MSX, MSX2, and MSX2+ 8bit home computers. It runs MSX/MSX2/MSX2+ software on many different platforms including Windows, Android, Symbian, MacOS, Unix, MSDOS, AmigaOS, etc. I started developing fMSX in 1993 when there were only two other MSX emulators available, both exclusively for MSDOS. From the very beginning, I developed fMSX as a portable program able to run on many different computers. The initial development, for example, was done on DEC Alpha workstations running Unix. Since then, fMSX has seen quite a lot of updates and been ported to many systems. It is still being developed, although not as actively as before because most features are pretty much complete now.
fMSX v5.9 Changelog:
Added simple CPU-based linear scaling algorithm.
Added -linear command line option.
Added drag'n'drop files functionality to fMSX-Windows.
Fixed fMSX-Windows loading disk and tape files on click.
https://play.google.com/store/apps/d...d=com.fms.fmsx
http://fms.komkon.org/fMSX/
http://www.emucr.com/2020/12/fmsx-v59.html
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December 18th, 2020, 13:59 Posted By: wraggster
SSF PreviewVer R18(V8) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
https://down.emucr.com/v3/5140465309450240
https://twitter.com/fessx
http://www.emucr.com/2020/12/ssf-previewver-r18v8.html
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December 24th, 2020, 23:47 Posted By: wraggster
Apple has warned developers of the imminent removal of thousands of mobile games and apps from the Chinese App Store -- the second wave of removals this year.
The Wall Street Journal obtained an official Apple memo that was sent earlier this month, warning developers that they needed to submit proof of a Chinese government license on or before December 31, 2020.
This is the reemergence of an issue from July, when at least 15,000 games were removed from the Mainland Chinese App Store in a single month.
To avoid removal, developers and publishers needed an ISBN (International Standard Book Number) from China's National Press and Publication Administration -- a relatively slow process, which all but guarantees the failure of many companies to comply.
In a statement issued to the Wall Street Journal, Apple acknowledged that it receives requests for the removal of apps in various regions.
Apple reportedly warns devs of more app takedowns in Chinese App Store | GamesIndustry.biz
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