By
Debra KaufmanMay 11, 2017
Electronic Arts is apparently doing a better job at engaging players over a longer period of time. That’s the conclusion of the company’s chief executive Andrew Wilson, who said that its record-breaking fiscal year is due to live operations of games that run as services, rather than one-time purchases. The goal, he says, is to increase gamers’ engagement, thus growing an audience over time and preventing them from defecting to rival products. Proof that the strategy is working is in the numbers, he adds. Continue reading Electronic Arts Scores Record Year With Games-As-Services
By
Rob ScottJune 11, 2014
In addition to games it plans to produce this year, Electronic Arts offered a glimpse of the future at its E3 press conference. CEO Andrew Wilson promised “raw prototypes of what’s to come over the next few years” and “thoughtful reflections on what’s inspiring the future.” Early prototype footage was shown for “Star Wars Battlefront” from DICE, a new game in the “Mass Effect” series from BioWare, and an unnamed first-person game with helicopters, motorcycles and skydiving from Criterion. Continue reading E3 2014: Electronic Arts Puts Focus on Conceptual Prototypes
By
Chris CastanedaJuly 3, 2013
“Minecraft,” created by Markus Persson four years ago, has become one of the world’s most popular video games. Its 22 million users make it three times more popular than “World of Warcraft.” The virtual world’s simple gameplay provides users with creative freedom, offering Lego-like blocks to build basic structures that can be later transformed into palaces. It is also giving other game developers the idea that a successful video game can be made independently. Continue reading Minecraft Enjoys Global Success, Inspires Indie Developers