By
Paula ParisiNovember 2, 2022
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
By
Debra KaufmanOctober 17, 2017
Virtual reality has been on a major roll … at least until this year. When Oculus executives sold their startup to Facebook in 2014 for about $3 billion, VR was riding high. The purchase prompted tech giants such as Google and Microsoft to speed up their VR headset development, and sparked a wave of investments and new startups. But this year, interest in VR has arguably slumped, as some consumers seem to have grown disappointed. Oculus has not helped the sentiment, since it has not revealed any official figures about Rift sales, but still very much believes in the technology’s potential. Continue reading Oculus Recognizes Virtual Reality Hype, Defends its Potential
By
Rob ScottSeptember 8, 2015
When Apple unveils its next generation Apple TV product this Wednesday at its scheduled event in San Francisco, insiders say videogames will be one of the key selling points. The move marks a departure for Apple TV, which has thus far been marketed as a device for streaming video and music content. The device will reportedly feature the components necessary for generating interest from casual gamers, including more power and a faster processor for improved graphics, a motion-sensitive remote that could also serve as a game controller and an app store for downloading games. Continue reading New Apple TV Could Compete with Traditional Game Consoles
By
Rob ScottJune 12, 2015
Consumers typically use only a small percentage of available apps each month, but their time spent with these apps is dramatically increasing. According to Nielsen, the time spent engaged with these apps has increased 63 percent over the past two years. In Q4 2012, consumers spent a little more than 23 hours per month with apps, while that figure jumped to 37 hours and 28 minutes in Q4 2014. Meanwhile, the number of apps used has only marginally increased: 23.3 apps per month in 2011, 26.5 apps in 2012 and 26.8 apps in 2013. Continue reading Nielsen: Consumers Spending More Time Engaged with Apps