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Her Nigerian-based studio aims to use the power of video games to engage and get future generations ready to pursue careers in gaming. So far she has facilitated the awards of esports athletes between the ages of 8 and 18 with rewards such as dedicated gaming laptops and Amazon vouchers.
More importantly, it showed audiences worldwide that this 1400-year-old board game can be glamorous, resulting in over 3.2 million people signing up to the browser-turned-mobilegame Chess.com and a 603% leap in chess book sales in the US; it now even has an exclusive game on Netflix.
Content stays king. Mobilegaming continues to dominate this category, accounting for $109.6 Blockchain gaming, while growing at 21% year-over-year in 2024 as a result of the appreciation in major crypto-currencies remains a niche market at $651 million. And Web-based gaming is reinvigorated, growing +5.8%
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In February, Ilkka Paananen, the beloved CEO of Supercell, and arguably one of the faces on the Mount Rushmore of MobileGames Executives, published his yearly blog post. All in all, Ilkka’s yearly blog is an inspirational and quite sincere vision of the top brass of a major mobilegames company. Having a service mindset.
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Specialties: – Game Development, Motion Capture, Art Outsourcing, 3D Animation, 2D Animation, VR, Concept Art, and Co-Development. It specializes in producing both 2D & 3D content and has up to 200 employees. Its establishment in 1998 makes Keywords Studio a bonafide old-timer in the gaming industry. Bosi Art Studio.
IMHO, this makes it a different situation from the Second Dinner core team (of Marvel Snap fame), who were already used to working together at delivering top-level content and was easier for them to become operative. What game genres we can expect from this team is pure speculation at this point. billion revenue and 1.1
Most mobilegaming companies bet on incremental innovation as their gateway to success. They make marginal improvements to an existing game, hoping to convince enough players to switch to their game. Revenue per Install of Supercell games in their first 12 months after launch (source: Sensor Tower).
The game has failed to see an uplift ever since mid-2019 when the battle pass was first introduced into the game. Clash Royale’s gacha driven collection economy with a fairly limited amount of content has been evidently too shallow for a battle pass leading to long-lasting impacts to a game’s revenue stream.
Top image: Marvel Strike Force by Scopely This week Savvy Games Group , a subsidiary of the Saudi Arabian government’s Public Investments Fund, announced that it agreed to purchase Scopely , a privately held mobilegame publisher, for $4.9 The current transaction is a clear indication that is also building a content catalog.
The brief and high-intensity game loop makes it well attuned to mobilegaming tempo, and it’s one of the reasons why the game is so damn engaging. This has made core CCG fans passionately receive it as a refreshing experience, although retaining them for a long time may put a lot of pressure on the flow of new content.
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We're talking about massive layoffs across the tech industry and gaming in particular, new mobilegame studios from NetEase and Nintendo, Playtika's latest earnings report, the dramatic and sudden collapse of FTX and the ongoing creator royalty debate going on in the world of NFTs. ?
For the rest of this blog post, we’ll be giving you an in-depth look at Runeterra’s design and innovations as well as discussing the unique monetization strategy Riot has announced for Runeterra - which places hard spending caps on content acquisition - and the implications of that strategy. Make sure you don’t miss on all of the ?content
We dive into decline of hypercasual games and hybridcasual, an attempt by mobilegame developers to adapt to the new normal in the industry. The space is now awash with a variety of publishers, including the aforementioned SayGames, Kwalee and Homa, as well as Rollic (also acquired by Zynga), Popcore and Good Job Games.
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