By
Paula ParisiSeptember 12, 2023
Roblox is adding an expressive, avatar-based video chat called Roblox Connect to its virtual world in an effort to keep its young user base engaged as it grows up while also potentially expanding its audience. “We’re essentially packaging a Hollywood-style motion capture studio into something that runs on a mobile phone or laptop — without the need for equipment or motion-tracking dots,” Roblox explains, pointing out that the device’s on-board camera is all that’s needed to capture facial motion and convey it in real time. Also, Roblox is is coming to PS4 and PS5 next month, while the company will allow game creators to sell 3D virtual goods. Continue reading Roblox Adds Facial-Tracking Vid Chat, Expands to PlayStation
By
Paula ParisiJanuary 27, 2023
Niantic, the mobile games company famous for the “Pokémon GO” augmented reality venture has yet to duplicate the success of that 2016 mega-hit. “Harry Potter: Wizards Unite” and “Pikmin Bloom” fell short, and last June Niantic laid off nearly 90 people, about 8 percent of its staff. The company, which was incubated by Google, has a lot riding on “NBA All-World,” its latest bid for AR virality on Android and iOS. The game releases globally this week. The concept is brand-to-boots: hoop enthusiasts are invited to play one-on-one or enjoy team time with their NBA favorites. Continue reading NBA Collaboration with Niantic Could Be AR Game Changer
By
Paula ParisiSeptember 28, 2022
Walmart has planted its flag in the metaverse, launching Walmart Land and Walmart’s Universe of Play on Roblox, a virtual worlds game platform that emphasizes user-generated content. Roblox community members can check out the Walmart “isles” to collect “verch,” or virtual merchandise, “catch top music artists and unlock exclusive interactive content,” the company says. “Roblox is one of the fastest growing and largest platforms in the metaverse, and we know our customers are spending loads of time there,” Walmart CMO William White said, citing the platform’s 52 million daily active users. Continue reading Walmart Begins Metaverse Build-Out on the Roblox Platform
By
Paula ParisiApril 27, 2022
Online game world Roblox draws about 50 million daily active users worldwide. Launched in 2006, the company lets users create their own games and play games created by others. As such, a generation has grown up using the Roblox Studio game engine, and now some of those Millennials are competing with professionally trained coders for jobs designing for the platform, which runs on the beginner programming language Lua. Designed for use in embedded applications, Lua is cross platform, and the Roblox API allows it to be played on anything from an Xbox to a PC, laptop or Android or iOS phone. Continue reading Roblox: User-Generated Content Competes with Pro Games
By
Paula ParisiFebruary 25, 2022
Twitch is introducing a feature that will allow select creators to earn regular income by streaming with ads for a set number of hours. Called the Ad Incentive Program, it’s a way for the platform’s top creators to generate predictable payouts. Because reliable income is important and “managing ads can be a pain that takes time away from content creation,” AIP (pronounced “Ape,” per Twitch) means “no more guesswork when it comes to your monthly ad payouts. No more fiddling with ad timing.” Qualified AIP participants will receive an offer from Twitch. Continue reading Twitch Ad Incentive Program Offers Creators Regular Income
By
Paula ParisiJanuary 13, 2022
New York-based Take-Two Interactive has agreed to buy social game developer Zynga in a deal valued at $12.7 billion in cash and stock. The move is seen as a bid by the company behind “Grand Theft Auto” and “NBA 2K” to boost its mobile portfolio with Zynga assets like “Words With Friends” and “FarmVille.” Take-Two described the acquisition as a “clear path to bring Take-Two’s console/PC games to mobile,” a category the company’s CEO Strauss Zelnick said on an investor call this week holds “tremendous untapped potential,” citing “Zynga’s leading development, publishing, and live operations teams.” Continue reading Take-Two to Purchase Mobile Gamer Zynga for $12.7 Billion
By
Debra KaufmanDecember 15, 2020
App Annie predicted that mobile game and app spending will have grown 25 percent to $112 billion in 2020. Director of market insights Amir Ghodrati added that the company will likely revise these numbers upwards at the end of December. Both iOS and Android showed record-breaking growth, with 65 percent of spending going to the former and almost 30 percent to the latter. Apple iOS and Google mobile app and game downloads are expected to reach 130 billion in 2020, up 10 percent from 2019. Continue reading App Annie Reports Growth in Mobile Game and App Spending
By
Debra KaufmanAugust 3, 2020
Video game publishers Activision Blizzard, Electronic Arts and Take-Two Interactive Software are all on track to post strong earnings this week, the beneficiaries of increased game playing during the COVID-19 pandemic. According to analysts, these publicly traded game publishers have reaped rewards from players spending on virtual goods such as costumes for characters. FactSet predicts the companies will “more than double” their adjusted earnings from the same quarter from the previous year. The global games industry is valued at $149 billion. Continue reading Video Game Publishers Post Record Profits During Pandemic
By
Debra KaufmanSeptember 25, 2019
This week, Google began rolling out a video game and app subscription service, Play Pass, with 350 games and apps, priced at $4.99 per month. The service first debuted on Android devices in the U.S. and will be unveiled in additional countries over the next few months. Google is also readying Stadia, a streaming video game service for big-budget titles. Play Pass arrives just a few days after Apple unveiled Apple Arcade, with over 100 games — most of them exclusives — at the same monthly price. Continue reading Google Debuts Game Sub Service Similar to Apple Arcade
By
Rob ScottApril 5, 2019
Snap Inc. announced yesterday that its popular Snapchat app now features multiplayer games, starting with “Bitmoji Party” and five other titles. The move is an effort to compete in a new social space dominated by “Fortnite” in which real-time, multiplayer games also serve as online communities. Snap plans to work with game developers such as Zynga and ZeptoLab. The combination of gaming and social networking is on the rise. According to Epic Games, its “Fortnite” had 250 million players as of March, while Netflix recently suggested that it competes with “Fortnite” more than HBO. Continue reading Snapchat Now Competing in the Multiplayer Gaming Arena
By
Debra KaufmanFebruary 13, 2019
On February 2, electronic dance producer Marshmello performed a 10-minute concert — as a digital avatar — to gamers playing the popular game “Fortnite.” The runaway success of this unusual mix highlights how games can not only gather millions of players, but also become a stage for a variety of entertainment. Marshmello’s representatives stated that the concert “attracted millions of viewers.” In June, Marshmello participated in an Epic Games’ “Fortnite” tournament, teamed with Tyler “Ninja” Blevins, a celebrity gamer. Continue reading Electronic Dance DJ Marshmello Performs ‘Fortnite’ Concert
By
Rob ScottApril 16, 2018
Sensor Tower has found that iPhone users in the U.S. increased in-app purchase spending by 23 percent last year over 2016. Active users spent an average of $58 in 2017 using Apple’s in-app purchase or subscription options. The figures do not reflect e-commerce spending via sites like Amazon or payments for services such as Lyft or Uber. At roughly 62 percent of average spending, mobile gaming leads the charge in this sector. Subscription-based streaming services, and music, dating and lifestyle apps also contributed to the rise in spending. Continue reading iPhone Users Spending More on Games, Streaming Services
By
Debra KaufmanFebruary 20, 2018
When Epic Games debuted “Fortnite” in July for $40, it wasn’t a big hit, so the company debuted a free version to create buzz. Since then, Epic Games’ servers have been nearly overwhelmed by an estimated 40 million gamers playing the free and paid versions of the game, putting it in the same category as Activision Blizzard’s big hit “Overwatch.” Epic Games, which would not disclose sales numbers, plans to make the main version free later this year. “Fortnite” is available on PCs and consoles such as PlayStation 4. Continue reading Epic Games’ Debut of ‘Fortnite’ Free Mode Results in a Big Hit
By
Rob ScottAugust 8, 2017
Road to VR is featuring a guest article this week by Alvin Wang Graylin, China president of Vive at HTC, who sings the praises of Ernest Cline’s best-selling novel Ready Player One. The story depicts an existence in which “VR is intertwined into every aspect of our daily lives,” writes Graylin. He believes there are positive lessons to be learned from such a “VR-First future.” The book details tech “that has the potential to create truly transformative impact on our future lives, culture, and world,” which is why he makes sure every member of his China Vive team has a copy. In his article, Graylin outlines what he sees as the 16 key takeaways from Ready Player One.
Continue reading HTC Exec Shares Lessons From Novel For a VR-First Future
By
Debra KaufmanJune 13, 2017
Electronic Arts, with the debut of “Star Wars Battlefront II” at E3 in Los Angeles this week, plans to abandon the sales of “expansion packs,” which are the maps, quests and other content sold separately for videogames. Instead, it will send customers smaller packs for free, as a way to keep them playing the game, and use microtransactions to sell less expensive virtual goods. The company is basing this switch of sales pipelines on the fact that microtransactions, even in free-to-play mobile games, have garnered billions of dollars. Continue reading EA Switches to Microtransactions for New ‘Star Wars’ Sequel