Microsoft Experiences Robust Growth with Intelligent Cloud

Much of the focus has been on Amazon, Facebook and Google in recent weeks, obscuring the fact that Microsoft is in fact the largest tech company and the largest publicly traded company, with a market capitalization if $1+ trillion. Its quiet success continued with the company’s latest quarterly report indicating sales grew 12 percent to $33.7 billion. The company also enjoyed $13.2 billion in profits in the same quarter, in part due to $2.6 billion in one-time tax benefits and inked its “largest commercial deal ever” with AT&T. Continue reading Microsoft Experiences Robust Growth with Intelligent Cloud

Newzoo Forecasts U.S. Will Top Gaming Market This Year

According to market research company Newzoo, the United States is on the cusp of becoming the world’s top gaming market at $36.9 billion, the first time since 2015, and supplanting China. Newzoo said its forecast isn’t due to the 2018 freeze on gaming licenses in China, but rather is a reflection of “new console users and in general massive growth in console spending” on both Sony PlayStation and Microsoft Xbox. Newzoo senior market analyst Tom Wijman points out that about 50 percent of U.S. game revenues come from consoles. Continue reading Newzoo Forecasts U.S. Will Top Gaming Market This Year

Study: High-End VR Activity Increased Significantly in 2018

According to a new report from research firm IDC, consumer interest has waned recently for smartphone-dependent VR devices, while tethered and standalone models are growing more popular. IDC surveyed 1,643 VR users across France, Germany, Japan, the United Kingdom and the United States and learned that the number of “high-performance” VR headsets increased 60 percent from 2017 to 3.9 million devices in 2018. The study identified different categories of users, based on their amount of time spent with VR devices, including a “hardcore” group (12 percent) that spent 16 or more hours monthly with VR. Continue reading Study: High-End VR Activity Increased Significantly in 2018

Growing Number of U.S. Adults Now Playing Video Games

According to “2019 Essential Facts About the Computer and Video Game Industry,” a new annual report from gaming industry trade group Entertainment Software Association, about 65 percent of adults now play video games in the United States. That adds up to more than 164 million people, and each year, the total grows. The report also indicates that three-fourths of U.S. adults have at least one gaming player at home, while 93 percent of those households own a smartphone on which half of them play video games.

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Sony, Microsoft Planning Advanced Digital Game Consoles

Sony’s next gaming console, dubbed the PlayStation 5, will not debut in 2019 — although Sony has stepped up deploying software development kits to video game creators. Still, it’s set to become the console that’s “more revolution than evolution,” featuring an eight-core CPU based on the third generation of AMD’s Ryzen line’s new 7nm Zen 2 microarchitecture. Sony’s PS5 will also be the first game console to offer ray tracing. Microsoft, meanwhile, will debut a console that completely eschews physical media. Continue reading Sony, Microsoft Planning Advanced Digital Game Consoles

Top 25 Game Companies Generated $107 Billion Last Year

The top 25 public game companies, which represent almost 80 percent of the $134.9 billion worldwide gaming market, generated $107.3 billion in revenue in 2018. According to researcher Newzoo’s Global Games Market Report, this marks the first time that the top 25 companies have surpassed $100 billion in a single year. China’s Tencent ($19.7 billion) took the No. 1 spot for the sixth consecutive year, followed by Sony ($14.2 billion), Microsoft ($9.8 billion), and Apple ($9.5 billion). Collectively, the top 10 companies experienced 19 percent growth last year. Continue reading Top 25 Game Companies Generated $107 Billion Last Year

Microsoft Closer to Consumer AR, Streaming Games Service

Magic Leap and Apple are the two technology companies currently at the forefront of augmented reality, but, behind the scenes, Microsoft has also been working on AR for years. It’s easy to discount Microsoft, since its HoloLens AR headset is squarely aimed at the enterprise sector. But the company also has its sights set on the consumer market. In addition, Microsoft has started to leak details about its upcoming Project xCloud cloud-based game streaming system. Project xCloud will enter beta testing this year. Continue reading Microsoft Closer to Consumer AR, Streaming Games Service

Nielsen’s SuperData and App Annie Quantify Gaming Market

Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market

U.S. Home Entertainment Spending Peaks at $23.3B in 2018

According to DEG: The Digital Entertainment Group, U.S. consumer spending on home entertainment during 2018 reached an estimated $23.3 billion, a new record. During CES, DEG revealed that subscription streaming and “transactional video-on-demand” (TVOD) boosted the amount spent, which was up 11.5 percent from 2017. DEG noted that the numbers are still preliminary and that final numbers will be revealed in early February. The biggest growth came from subscription streaming mainly via Netflix, Amazon Prime Video and Hulu. Continue reading U.S. Home Entertainment Spending Peaks at $23.3B in 2018

Study Shows That Second Screen Is Popular with TV Viewers

Nielsen research indicates that American consumers are regularly accessing second screens while watching television content. The study found that 28 percent of U.S. adults “sometimes” use a device such as a smartphone or tablet at the same time they are watching TV, while 45 percent say they turn to a second screen “very often” or “always.” Only 12 percent of respondents suggest that they “never” access other devices during TV viewing. Nielsen found that second screens are often being used to complement the TV viewing experience, rather than serving as a distraction. Continue reading Study Shows That Second Screen Is Popular with TV Viewers

Epic’s New Game Store Poses Threat to Steam’s Dominance

During The Game Awards last week, Epic Games debuted a new digital marketplace that offers a favorable 88/12 percent revenue split to game creators. By opening a new marketplace, the company may be establishing a game store competitor to Valve’s Steam, which has dominated PC game distribution for over ten years. Epic chief executive Tim Sweeney has also pledged to better support creators. Although the store’s first list of games is small, it will be part of Epic Launcher, the software required to update and play “Fortnite.” Continue reading Epic’s New Game Store Poses Threat to Steam’s Dominance

Digital Viewing Steadily Increases Across Multiple Age Groups

Digital viewing is growing across age groups as traditional TV viewing declines, according to eMarketer. The researcher estimates that 64.8 million millennials will watch digital video this year at least once a month, a projection expected to reach 66.8 million by 2022. Meanwhile, 59 million millennials are expected to watch traditional TV in 2018, a figure projected to decline in coming years. The trend is growing with Gen X in the U.S. as well; eMarketer projects that 51.8 million (representing more than three-quarters of the Gen X population) will watch digital video at least once a month. And kids 11 and younger? Not surprisingly, 24.2 million with turn to digital viewing this year. Continue reading Digital Viewing Steadily Increases Across Multiple Age Groups

Library of Congress, Copyright Office Unlock Gadget Repair

The Library of Congress and U.S. Copyright Office just passed exemptions to the Digital Millennium Copyright Act (DMCA) that legalizes the so-called right to repair. Although the DMCA was created to prevent copyright piracy, it also resulted in a host of problematic side effects. Because devices such as smartphones come loaded with digital rights management (DRM) software, users infringed copyright laws if they attempted to repair such devices. With the new exemptions, users are now free to do so. Continue reading Library of Congress, Copyright Office Unlock Gadget Repair

Walmart to License MGM Content for its Vudu VOD Service

Walmart, which bought video-on-demand service Vudu eight years ago, just inked a partnership with MGM to license family-friendly content. Vudu’s monthly viewer numbers lag behind Netflix and Hulu, the latter controlled by Disney, Comcast, 21st Century Fox and AT&T. Although media outlets reported that Walmart intends to launch a subscription-based streaming video service, sources inside Walmart reveal that Walmart is not doing so, but still hopes to improve its VOD business and target viewers outside big cities. Continue reading Walmart to License MGM Content for its Vudu VOD Service

Nintendo Switch Online Debuts as a Multiplayer Game Service

When Nintendo Switch Online debuts today, gamers will have a multiplayer option similar to Xbox Live and PSN. The new service allows users to save online games in the cloud and offers a library of NES games. Subscription prices range from $4 per month, $8 for three months, to $20 for a year and $35 for a family plan with at least two accounts. Gamers can also sign up for a seven-day free trial. Some games, such as “Fortnite,” will not require a subscription to play online. The service will debut with 20 games. Continue reading Nintendo Switch Online Debuts as a Multiplayer Game Service