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Debra KaufmanMarch 4, 2020
Over last weekend, Raphael van Lierop, director and writer of Hinterland Studio’s “The Long Dark,” pulled the game from Nvidia GeForce Now, stating his displeasure with the fact that Nvidia’s service lets anyone who purchases a digital game on Valve’s Steam reinstall it on a virtual machine and play from its cloud platform. “Sorry to those who are disappointed you can no longer play #thelongdark on GeForce Now,” he tweeted. “Nvidia didn’t ask for our permission to put the game on the platform so we asked them to remove it.” Continue reading Nvidia GeForce Now Raises Issues Inherent in Cloud Gaming
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Debra KaufmanFebruary 3, 2020
After missing estimates for quarterly profit and full-year earnings predicted to be short of expectations, Nintendo shares fell as much as 4.7 percent, the biggest intraday drop since April 26. Nintendo reported disappointing operating income for the quarter ending in December: 168.7 billion yen ($1.5 billion) versus the 175.4 billion yen average projection. Wall Street has also projected slowed growth for major video game publishers that are holding back on new releases until new consoles have debuted. Continue reading Nintendo Shares Fall, Game Publishers Stall on New Titles
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Debra KaufmanJanuary 28, 2020
Google’s YouTube will exclusively stream Activision Blizzard’s Call of Duty League, Overwatch League, and Hearthstone Esports, which had previously been on the Twitch streaming platform. The news came just before the Call of Duty League’s inaugural match. In 2018, Twitch inked exclusive Overwatch League streaming rights for a reported $90 million. Additionally, Google Cloud will host Activision Blizzard’s library of games. YouTube Gaming head Ryan Wyatt reported that talks over the rights had been ongoing since last year. Continue reading YouTube Signs Activision Blizzard’s Major eSports Leagues
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Debra KaufmanNovember 25, 2019
Los Angeles-based Mythical Games raised $19 million to pursue its mission of creating games with blockchain and allowing players to benefit via ownership. The company, which has dubbed this strategy “player-owned economies,” is at work on its first game. Javelin Venture Partners was the lead investor, joined by new investors Avon Ventures, Alumni Ventures and Hashed. Galaxy Digital, via its Digital EOS VC Fund and Struck Capital, are other current investors. Mythical Games raised $16 million last year in two rounds. Continue reading Mythical Games Blockchain Strategy Gets $19 Million Boost
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Rob ScottOctober 9, 2019
Gaming company Activision Blizzard suspended an eSports player who, during a live broadcast, expressed his support for the pro-democracy protest movement in Hong Kong. Professional “Hearthstone” player Chung Ng Wai has been suspended for a year and forced to give up $10,000 in prize money. The move led to a significant backlash from gamers and politicians via social media and online forums. The public relations dilemma is similar to what played out this week following NBA commissioner Adam Silver’s support of free speech, which led to the decision by China’s state-run television not to broadcast two NBA games. Continue reading Blizzard Suspends Pro eSports Player for His Political Stance
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Debra KaufmanAugust 9, 2019
In a Federal Trade Commission workshop, Nintendo, Microsoft, and Sony, the biggest game console manufacturers, have vowed to self-impose regulations requiring video game developers to disclose the odds for loot boxes. The FTC is looking at loot boxes, a system in which players buy “random” packages of in-game items without knowing the odds of getting items they actually want. The trade group Entertainment Software Association (ESA) plans to add warning labels and other policies related to loot boxes. Continue reading Game Industry Takes Steps to Address Loot Box Concerns
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Debra KaufmanMay 22, 2019
Sony Interactive Entertainment (SIE) has launched PlayStation Productions to transform the company’s 100+ video games into film and television projects. The production company, headed by Asad Qizilbash, is at work on its first projects on Sony Pictures’ Culver City lot. SIE Worldwide Studios chair Shawn Layden, who also oversees the new production company, noted that, with 25 years developing games, the company believes “now is a good time to look at other media opportunities across streaming or film or television.” Continue reading Sony Unit to Produce Movies, TV Shows Based on Games
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Debra KaufmanMay 22, 2019
To draw attention to their new video game releases, major publishers such as Electronic Arts, Activision Blizzard, Ubisoft Entertainment and Take-Two Interactive are paying top-tier gamers to play their new releases live online. Talent and marketing agencies report that these companies can pay the most popular gamers as much as $50,000 per hour to do so. On September 13, Take-Two will pay gamers to live-stream its new release “Borderlands 3,” and again for its October 4 release of “Tom Clancy’s Ghost Recon Breakpoint.” Continue reading Publishers Hire Top Gamers to Live-Stream New Releases
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Debra KaufmanJanuary 7, 2019
Netflix recently named Spencer Neumann as its new chief financial officer. He faces the unenviable task of convincing investors that the path of investing immense sums of money into original content to grow subscriptions and profits will eventually pay off. Co-founder/chief executive Reed Hastings and chief content officer Ted Sarandos have driven the current strategy relying on original content, which is aimed at battling rivals such as Amazon, Hulu and HBO. They will continue to lead business and content strategy. Continue reading New Netflix CFO Is Expected to Face Cash Flow Challenges
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Debra KaufmanNovember 12, 2018
Microsoft and Google are engaged in efforts to enable people to play triple-A games — the most visually complex, big budget games — on devices that are not connected to the Internet, without expensive specialized hardware. The two tech behemoths join game developer Electronic Arts in this 10+year push to allow gamers to stream from the cloud, anytime and anywhere, attracting those who don’t want to buy game consoles or high-end PCs. The move might also tempt existing gamers to play more and spend more time and money. Continue reading Google, Microsoft Target Triple-A Games via Cloud Streaming
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Debra KaufmanSeptember 18, 2018
Blizzard Entertainment, which pioneered competitive eSports 20 years ago in South Korea, is busily turning eSports from a game into a genuine sport. This year, the company, which employs former NBA, NFL, ESPN and Fox Sports executives, launched the Overwatch League’s inaugural season with 12 teams. More than 20,000 spectators attended finals, held at Barclays Center in Brooklyn, with the matches broadcast on ESPN. Blizzard also plans expansion franchises in cities in the U.S., Canada and China. Continue reading Blizzard Entertainment Reveals eSports Expansion Franchises
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Debra KaufmanAugust 16, 2018
Chinese tech giant Tencent Holdings is focused on eSports, hosting arena competitions that could boost revenue from its games such as “League of Legends,” importing game titles from abroad, and purchasing the services that stream the games. The company, well known for its WeChat messaging app, is already the world’s largest videogame company by revenue. According to analysts, Tencent dominates China’s $38 billion game market, and recorded an estimated $18 billion in global sales in 2017, about half its total revenue. Continue reading Tencent Plans to Dominate eSports by Owning the Ecosystem
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Debra KaufmanJune 12, 2018
Electronic Arts has embraced a subscription model for its latest PC games, following similar moves by Sony and Microsoft to offer older games via subscription. EA’s Origin Access Premier, to debut this summer, will give full access to more than 100 of its games and some other publishers’ titles, for $15 per month or $100 annually. Ordinarily, games such as “Battlefield V” and “FIFA 19” cost $60 each. Electronic Arts comes in second after Activision Blizzard, the biggest U.S. video game publisher. Continue reading Electronic Arts to Launch Subscription Service for PC Games
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Debra KaufmanFebruary 28, 2018
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
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Debra KaufmanFebruary 20, 2018
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