By
Debra KaufmanJune 20, 2019
For 10+ years, video game developers have given up 30 percent of their revenue from digital stores run by Apple, Google, Microsoft, Sony and Valve, which also take a percentage of in-game purchases via a revenue-sharing model that has become the industry standard. Now, Epic Games founder/chief executive Tim Sweeney, whose company put out the immensely popular “Fortnite,” opened a digital store that collects only 12 percent of sales. Sensor Tower reports that an average of $114.5 million was spent between the combined top game publishers in Android and Apple stores last quarter. Continue reading Epic Opens Digital Store with Favorable Split for Publishers
By
Debra KaufmanJanuary 7, 2019
At a session on “Gaming is the Killer App for AR/VR,” moderator Ariella Lehrer of HitPoint Studios stated that a “killer app” would be defined as any app that moves hardware units. That brought a wince from Needham & Company’s Laura Martin who objected that money, not hardware, is the metric to look at. Martin added that hardware sales don’t take into account the fact that so much AR will be done on a smartphone rather than a game console. “Because it uses your smartphone, AR will get faster adoption,” she suggested. Continue reading CES Session: Defining and Creating the Killer AR/VR/MR App
By
Debra KaufmanJanuary 6, 2016
The consumer is besieged by content ad platform choices and options. A group of broadcast, cable and social media executives gathered during CES to describe how it’s changing their business. “It is crazy competitive,” said Starz CRO Michael Thornton. “You have to make that show not just the best of the season but the best of all time.” Needham & Co.’s Laura Martin put digital in its place, succinctly. “There is no money in digital,” she noted. “Unless you have the powerful economic engine of TV to fund it, you’re losing money.” Continue reading Assessing the Impact of VOD, Broadband, Apps and 4K on TV
By
Debra KaufmanDecember 18, 2015
When a panel of federal judges increased the royalty rates that free Internet radio services pay, there were winners and losers. The rate for pure-play Internet services rose to 17 cents from 14 cents, disappointing SoundExchange, the non-profit licensing agency representing record companies, which had asked for 25 cents. The Copyright Royalty Board also evened the playing field between pure-play and broadcasters with Web streams such as iHeartRadio, with the latter owing less — 22 cents rather than 25 cents — for their paid subscriptions. Continue reading Federal Ruling Updates Royalty Rates for Streaming Music