By
Paula ParisiJune 16, 2022
Sony Interactive Entertainment is launching an upgraded version of its PlayStation Plus subscription service that includes access to the separate PlayStation Now cloud gaming platform for one monthly fee. This week’s launch in North and South America will be followed by Europe and Australia in late June, completing the global rollout that Sony began in Asia in late May. “Fans worldwide can now enjoy hundreds of fantastic games available in the PlayStation Plus catalog,” SIE president and CEO Jim Ryan said, emphasizing that “the service will continue to grow with new monthly game offerings” that include PlayStation’s most popular titles. Continue reading Sony Interactive Bundles Cloud Gaming with PlayStation Plus
By
Debra KaufmanMarch 27, 2020
Apple has always had strict limits on apps that users can access on its devices. For gaming, that means its 1+ billion iPhone/iPad users have one option: Arcade, the subscription service Apple unveiled in September. The App Store guidelines also ban streaming from the cloud, which limits Arcade’s capabilities. Still, software developers need to be on Apple’s iOS if they want to reach a maximum number of users. According to Sensor Tower, the iOS App Store was responsible for 65 percent of all global app spending last year. Continue reading Apple App Store Rules Ban Cloud-Based Streaming Services
By
Rob ScottApril 18, 2019
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
By
Debra KaufmanJanuary 29, 2019
In 2017, Netflix launched its first experiments in interactive content with moments in “Puss in Boots” and “Buddy Thunderstruck” where viewers picked the action. With the “Bandersnatch” episode of sci-fi series “Black Mirror,” the company made its first serious push into interactive content for adults. The episode tells the story of a video game designer trying to adapt an interactive novel that drove its author insane. Netflix vice president of product Todd Yellin has said the company will try again in this “rich vein.” Continue reading How Personalization May Drive Netflix’s Interactive Content
By
Debra KaufmanJanuary 22, 2019
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
By
Debra KaufmanNovember 1, 2018
According to Rockstar Games, its “Red Dead Redemption 2” earned more than $725 million in global retail sales in its first three days on the market, breaking several records. The company deemed it “the biggest opening weekend in the history of entertainment,” surpassing the $640 million raked in by “Avengers: Infinity War,” which earned more than $640 million in its opening weekend. But “Red Dead Redemption 2” doesn’t top Rockstar Games’ own “Grand Theft Auto V,” which pulled in more than $1 billion in its first three days. Continue reading Rockstar’s ‘Red Dead Redemption 2’ Breaks Sales Records