August 20, 2019

In 2018 users on the video streaming platform Twitch watched more than 505 billion minutes of live streams, up from 355 billion minutes the previous year. At some point many of those viewers likely tuned into Tyler “Ninja” Blevins, a streamer of the video game Fortnite who once boasted more than 14 million followers on Twitch. Along with earning ad revenue and subscription money from streaming, Ninja also made millions from lucrative endorsement deals with companies like Uber Eats and Continue reading

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February 26, 2019

Since launching in late 2017 Fortnite has earned more than $2.4 billion, a staggering amount of revenue for a video game that is free for anyone to play. The battle royale title makes its money from virtual items like special outfits or victory dances that players can purchase from an in-game store. Given the breakout success of this business model, companies throughout the more than $100 billion video game industry have been scrambling to develop a credible Fortnite competitor.

In Continue reading

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December 7, 2018

The video game industry has grown into a global juggernaut. Last year, consumers around the world spent more than $100 billion on games, more than double the amount spent on movies. As this in-depth video shows, however, some video game companies have started to earn all that money by operating like casinos. From examining the business model of “loot boxes” to the ways that video games track customer data, this long but fascinating video provides an excellent assessment of an Continue reading

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December 4, 2018

A couple of years ago, a pair of video game developers received a deeply worrying email from the British Red Cross. “It has been brought to our attention that in your game ‘Prison Architect’ a red cross emblem is displayed on vehicles,” read the email. “Those responsible may be unaware that use of the red cross emblem is restricted under the Geneva Conventions for the Protection of War Victims.” Little did the two developers know, but their placement of a Continue reading

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Since the release of Fortnite Battle Royale last summer, the video game has grown from a modest success into a global phenomenon with more than 40 million active players. At one point in March, 3.4 million people were playing Fortnite at the same time, making it by far the most popular video game currently on the market. The concept behind it is simple enough: 100 players parachute onto an island to fight until there’s only one person or team left Continue reading

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October 5, 2017

the-doppelgangerThis past summer, more than 68,000 video game fans packed the Los Angeles Convention Center for the Electronic Entertainment Expo (known as E3). For years only industry insiders and media representatives were invited to preview the latest titles and technology at this annual occasion. But in 2017 E3’s organizers opened up the convention to the public in order to involve even more people in what many consider to be gaming’s top event.

That is unless you live in Brazil. Next Continue reading

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February 10, 2017

PivisoOver the years video games have grown from a niche entertainment platform into a dominant commercial and cultural force. And while plenty of casual players drive this thriving industry, a new class of professional gamers has also emerged on the Internet and in “eSports” leagues. During these competitions, dedicated players face off against each other in front of thousands of cheering fans, just like at regular sporting events.

Like video games themselves, eSports were once thought to hold limited appeal Continue reading

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August 12, 2016

Mobile games like Pokemon Go and Clash of Clans have become revenue-generating machines despite being free to download in any app store. So how do these games manage to make money without a set price point? This fascinating video from Vox provides the answer by taking a close look at the optional purchases that drive profits for these apps.

 

Questions:

  1. Is it ethical for freemium gamemakers to earn the bulk of their money from Continue reading
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July 14, 2016

Since Pokémon Go’s launch last week, the mobile app has rapidly grown into a phenomenon with millions of wannabe Pokémasters around the world. In this “augmented reality” game, players literally roam streets, parks and landmarks on a search for the famed “pocket monsters” of the Japanese franchise. When one of these creatures appears on a user’s smartphone screen, they can then capture it to add to their collection. The ultimate goal for players is to abide by Pokémon’s longstanding slogan, Continue reading

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February 28, 2015

This video shows how far some video game companies are willing to go in order to create a one-of-a-kind fan experience.

http://nyti.ms/1xytTH5

 Questions:

  1. Why would Riot Games sponsor game competitions at a financial loss to the company?
  1. Are video games such as League of Legends fads or products here to stay?

From The New York Times

 

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