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Guild Esports pens investment deal to earn up to £1m

GamesIndustry.biz

The investment was from an international esports, content creation, and media brand. Guild Esports will use the funds to expand business operations, focusing on the Middle Eastern North Africa region, projected to have 88 million gamers by 2026. Read more

Esports 58
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Analysis • Sony moves away from customer electronics to become a media empire

PreMortem.Games

Dominant position In Sony’s case, to help sell its headphones and television sets it ensures there is ample content available that showcases the full capability (e.g., In its most recent earnings report, the combined revenue for digital software, add-on content, and network services was $5 billion. Blu-Ray) of its devices.

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Global gaming on the path to post-pandemic recovery

Game Daily

billion players by the end of 2026. billion players by 2026. By 2026 “the global games market will generate yearly revenues of $212.4 The highest 2021-2026 growth numbers will come from in-game subscriptions and downloadable content such as expansions, further driving the move towards fully digital gaming.

Console 52
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Networking tips to start a career in the gaming Industry

iXie gaming

According to PWC’s Global Entertainment and Media outlook 2022-26 report, the online game market worth is estimated to reach more than $321 billion by the year 2026. Quality of Network matters: Keep evaluating your quality of network, keep the spammers away in order to get quality content. With great networking, comes great power!

Media 52
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Networking tips to start a career in the gaming Industry

iXie gaming

According to PWC’s Global Entertainment and Media outlook 2022-26 report, the online game market worth is estimated to reach more than $321 billion by the year 2026. Quality of Network matters: Keep evaluating your quality of network, keep the spammers away in order to get quality content. With great networking, comes great power!

Media 52
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Exploring the Boundless Potential of XR and AI

Logic Simplified

It has the potential to revolutionize how we interact with digital content and could change the way we work, learn, play, and live. million by 2026, at a CAGR of 12.9% over the forecast period 2021 - 2026.”. MR combines elements of both VR and AR, creating a hybrid reality that merges the digital and physical worlds.

AI 98
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VR and AR in Learning – Benefits & Examples

Logic Simplified

million by 2026. Learners can explore virtual environments and interact with content, making learning more engaging and impactful. Tech Informed reports that in the US, 54% of teachers and 41% of parents want more use of augmented and virtual reality solutions in the classroom.