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  • Square Enix to shut down War of Visions: Final Fantasy Brave Exvius in May 2025
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    Square Enix to shut down War of Visions: Final Fantasy Brave Exvius in May 2025Mobile title launched in March 2020, will end service due to difficulty maintaining "a satisfactory app experience"Image credit: Square Enix News by Sophie McEvoy Staff Writer Published on March 28, 2025 Square Enix has announced that its mobile title War of Visions: Final Fantasy Brave Exvius will shut down on May 30, 2025.In a notice posted to the game's website, the developer said it had come to the conclusion "that it would be difficult to maintain a satisfactory app experience." The game launched in March 2020."The operations team apologise for coming to this difficult decision, and we're sincerely grateful for the support we've received from our players," the statement read."Since War of the Visions: Final Fantasy Brave Exvius's launch, we've strived to provide an enjoyable gaming experience for our players.""However, we've come to the conclusion that it would be difficult to maintain a satisfactory app experience, and therefore to discontinue the app service.We would like to express our deepest gratitude to all of our players for their patronage and sincerely apologise for the inconvenience caused."Sales of in-game currency ended with the announcement on March 25, 2025, though players that still have in-game currency saved can continue to use it until the end of service.Special shop sales also ended with the announcement, while the exchange of Google Play points for items will end on April 30, 2025. In-game events will continue to be held until the game is shut down.Last month, Square Enix ended support for Final Fantasy Crystal Chronicles on iOS due to an unfixable bug. It also retired mobile game Final Fantasy Brave Exvius in October 2024.
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  • National Videogame Museum appoints new trustees
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    National Videogame Museum appoints new trusteesTrustees include Ukie chief executive Nick Poole and Sony Interactive Entertainment senior director John Booth News by Sophie McEvoy Staff Writer Published on March 28, 2025 The National Videogame Museum has unveiled a new roster of trustees that will join the board of its governing charity, The BGI.The nine trustees will join the board in two phases. The first occurred in March 2025 while the second will join in November 2025.These additions will help "bolster the governance" of the museum, and help it reach its ongoing ambitions and goals.The trustees have experience across sectors of the industry, including game development, cultural institutions, brand management, and technological innovation.Sheffield-based NVM is aiming to expand its profile with the knowledge of its new trustees, and to "strengthen the way in which its mission highlights video games culture, interfaces with audiences and the wider sector."The new trustees are:David Barrie, founder and CEO of Game AcademyJoe Chetcuti, creative director of Creative AssemblyEmma Cooper, creative industries knowledge transfer manager at Innovate UKNatalie Kane, curator of digital design at The V&ANick Poole, chief executive of UkieThe next phase of appointments include:Brian Baglow, founder of Scottish Games WeekJohn Booth, senior director at Sony Interactive EntertainmentEmily Britt, senior communications manager at SharkmobJess Gaskell, director of PMO at Sumo Digital"We are honoured to welcome our new trustees to the board," said NVM chair of the board of trustees Claire Boissiere. "Their extensive experience will be invaluable as we embark on an exciting new chapter in the NVM's journey, expanding our national presence and advancing our mission. We are excited to see how their ideas and insights will help shape the future."We also want to share our heartfelt thanks to the trustees stepping down at this time. Their dedication, guidance, and leadership have played a huge role in shaping the museum's success."Boissiere concluded: "Their impact will continue to inspire us, and we are deeply grateful for the time, energy, and passion they have given to the museum."
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  • Nintendo launches Nintendo Today app on smart devices
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    Nintendo launches Nintendo Today app on smart devicesFirm will use app to provide news and updates directly to consumersImage credit: Nintendo News by Sophie McEvoy Staff Writer Published on March 28, 2025 Nintendo has launched a new app for smart devices focused on bringing news and updates directly to consumers.The Nintendo Today app, announced during a Nintendo Direct broadcast yesterday, features a calendar providing daily updates about the firm's games, franchises, Directs, and in-game events.These features will be personalised to users, and the app will also provide updates about the upcoming Switch 2.The app is free to download from Apple's App Store and Google Play. A Nintendo account is required for consumers to use the app.Nintendo Today can be displayed on home screens with related widgets, and will also include comics and wallpapers from featured Nintendo games.
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  • Nintendo announces new lending feature for digital games
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    Nintendo announces new lending feature for digital gamesDigital games will become Virtual Game Cards, can be lended to Nintendo Account family group membersImage credit: Nintendo News by Sophie McEvoy Staff Writer Published on March 28, 2025 Nintendo has announced a new feature for the Switch and Switch 2 changing digital games to Virtual Game Cards.Set to launch in late April, users will be able to digitally eject and load games between two systems, and lend titles to Nintendo Account family group members as they would with physical game cards.Virtual Game Cards will be designated to a dedicated management screen, where users can load, eject, and manage which cards can be played on the system.It also allows digital games to be shared across two devices linked to the same Nintendo account.Local communication is required for the first time this feature is used, but after this step users will be able to pre-load and arrange which games are available to play on both systems.Lending games is achieved through a local wireless connection, enabling family members to play the game on their own system.Only one game can be borrowed at a time for a total of two weeks. Once that period ends, the game will automatically be sent back to the original owner.Save data will remain on the borrower's account, which can be accessed if they borrow again or purchase the game.
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  • Warner Bros. Games reportedly cancels expanded content for Hogwarts Legacy
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    Warner Bros. Games reportedly cancels expanded content for Hogwarts LegacyUnannounced DLC and definitive edition allegedly scrapped "as part of ongoing restructuring"Image credit: Avalanche Software News by Sophie McEvoy Staff Writer Published on March 28, 2025 Warner Bros. Games has reportedly cancelled an unannounced expansion for Hogwarts Legacy due for release later this year.This is according to Bloomberg, with sources telling the publication that the paid DLC and a definitive edition of the game were scrapped "as part of ongoing restructuring."Sources told Bloomberg that the project was allegedly cancelled as the content was "not substantial enough to justify the price being considered."Warner Bros. declined to comment to Bloomberg about the reported expansion.Insider Gaming reported that the DLC was supposedly planned to have between ten to 15 hours of new quests and activities.In a letter to shareholders following its most recent financial results, Warner Bros. described 2024 as a "disappointing year" for its games segment. Revenue for Warner Bros. Games dropped 29% year-on-year during its fourth quarter.Before its Q4 report, it implemented a restructuring plan resulting in the closure of three studios Monolith Productions, Player First Games, and Warner Bros. San Diego. Monolith's upcoming Wonder Woman project was cancelled as a result.The firm described its restructuring plan as a chance "to refocus [its] resources and capital on proven IP and games from proven, world class studios."It added: "We are focusing our games business around four tentpole franchises that have each generated $1 billion in consumer sales in past years: Harry Potter, Game of Thrones, Mortal Kombat, and DC."Warner Bros. Games said the success of Hogwarts Legacy was the main driver for its "refocused strategy.""This gives us the confidence that with our refocused strategy, we can get back to producing high-quality games built for long-term consumer engagement, which we expect to propel our games division back to profit in 2025 and emerge as a more significant contributor to growth in the years ahead," the company concluded.
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  • Former Space Ape devs band to form Offroad Games
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    Former Space Ape devs band to form Offroad Games"I saw this opportunity to take both games, run the games, and then at the same time rehire some people," says CEOImage credit: Space Ape / Offroad Games News by Vikki Blake Contributor Published on March 27, 2025 Former Space Ape developers have banded together to form Offroad Games.Two former Space Ape projects, Chrome Valley Customs and Fastlane: Road to Revenge, follow the team, although the 10-person start-up is also working on Space Ape's cancelled racer, Go Race: Super Karts, as well as another unannounced car-focused IP.Talking to PocketGamer.biz, CEO Geoffrey Gilles - who previously led Chrome Valley Customs as GM - is joined by CTO Christopher Jubb, lead game designer Vera Zaitceva, lead artist Hyo Chan, and finance director Cameron Simon and others to make a team of seven full-time employees and three contractors.Gilles hopes to bring the team up to 15 people, although as yet, Offroad has not secured funding from Space Ape parent, Supercell, or elsewhere."I've always wanted to be an entrepreneur, and there was this opportunity to still operate successful live games," Gilles told PG.biz, stating he puts camaraderie, speed, and "being free-thinkers" at the core of Offroad's ethos."I saw this opportunity to take both games, run the games, and then at the same time rehire some people and then really come up with an inspiring company mission. Values that really speak to me and how I think game development is best done."
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  • Tencent invests $1.25bn in new Ubisoft subsidiary focused on Assassin's Creed, Far Cry, and Rainbow Six
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    Tencent invests $1.25bn in new Ubisoft subsidiary focused on Assassin's Creed, Far Cry, and Rainbow SixNew subsidiary granted a "worldwide, exclusive, irrevocable, perpetual license"Image credit: Ubisoft / Tencent News by Vikki Blake Contributor Published on March 27, 2025 Ubisoft has "accelerated its transformation" by developing a new operating model and subsidiary following a $1.25bn cash "injection" from Chinese megacorp Tencent.In a bid to "rapidly" evolve its operating model, Ubisoft has created a subsidiary based upon its Assassin's Creed, Far Cry, and Tom Clancy's Rainbow Six brands, arguably the developer/publisher's tentpole franchises. Through a "formal and competitive process," Ubisoft selected Tencent to invest a minority stake of 1.16bn ($1.25bn) to focus on expanding those games' "truly evergreen and multiplatform ecosystems."The new subsidiary has been granted a "worldwide, exclusive, irrevocable, perpetual license" in respect to the IPs listed above, and includes teams developing those franchises in Montral, Quebec, Sherbrooke, Saguenay, Barcelona, and Sofia, although it will be headquartered in France and "100% owned" by Ubisoft.Ubisoft said the $1.25bn investment will be used to "strengthen Ubisofts balance sheet by significantly reducing its consolidated net debt position, accelerate the Groups transformation, and sustain growth of selected franchises.""Today Ubisoft is opening a new chapter in its history," said co-founder and CEO, Yves Guillemot. "As we accelerate the company's transformation, this is a foundational step in changing Ubisoft's operating model that will enable us to be both agile and ambitious. We are focused on building strong game ecosystems designed to become evergreen, growing high-performing brands and creating new IPs powered by cutting-edge and emerging technologies."With the creation of a dedicated subsidiary that will spearhead development for three of our largest franchises and the onboarding of Tencent as a minority investor, we are crystalizing the value of our assets, strengthening our balance sheet, and creating the best conditions for these franchises' long-term growth and success. With its dedicated and autonomous leadership team, it will focus on transforming these three brands into unique ecosystems."We are committed to building a sharper, more focused organization-one wheretalented teams will take our brands to the next level, accelerate the growth of emerging franchises, and lead innovation in next-generation technologies and services, all with the goal of delivering enriching, memorable games that exceed players' expectations, and create superior value for our shareholders and other stakeholders," Guillemot concluded.Tencent president Martin Lau added: "We are excited to extend our longstanding partnership with Ubisoft through this investment, which reflects our continued confidence in Ubisoft's creative vision and exceptional talent to drive sustained success in the industry. We see the immense potential for these franchises to evolve into long-term evergreen game platforms and create engaging new experiences for gamers."Despite a significant 51.8% decline year-on-year in net bookings for Q3, Ubisoft's most recent financial report highlighted that this was in line with its revised expectation of 300 million for the period.Ubisoft remained optimistic about its next quarter, and is expecting net bookings to increase following the release of Assassin's Creed Shadows, which released on March 20.
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  • User research workers at Activision unionize
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    User research workers at Activision unionize"It is critical that workers have a protected voice on the job to ensure they receive their fair share" News by Vikki Blake Contributor Published on March 27, 2025 User research workers at Activision have voted to unionize.In a press release, the Communications Workers of America (CWA) confirmed a supermajority of the Microsoft-owned staff voted in favor of union representation. Microsoft has recognized the union.CWA said the Activision User Research Union-CWA marks the first group of video game user researchers to form a union, joining over 2,000 workers at Microsoft-owned studios to organize under the companys neutrality agreement with CWA."We are excited to join our fellow game makers across the video game industry to show what's possible when workers can freely build solidarity in the workplace. Many of us were mobilized to do something about the layoffs in 2023 and 2024, and now we can look out for each other with a union," said organizing committee member and quantitative user researcher, Nicolaas VanMeerten.In the video game industry, user research focuses on understanding players' opinions, behaviors, and needs to deliver insights to their development teams. By hosting players in their studios, user research helps bridge the gap between those who design video games and those who play them.""A union allows workers to create an industry that works for them, which is vital in an industry that we deeply care about," added organizing committee member and user research moderator Pat Dimaandal. "Workers should not feel punished for pursuing a career that they love, and that's why we're organizing toward long-term, sustainable careers in this industry.""It is critical that workers have a protected voice on the job to ensure they receive their fair share. We are proud to welcome these workers to CWA and are looking forward to meeting Microsoft at the bargaining table to secure a fair union contract," said Maurice Washington, President of CWA Local 9400.CWA said that by being part of a union, user researchers hope to "secure significant improvements at their workplace, including higher wages, job security, and protections amid record-breaking layoffs in the video game industry, and transparency around promotions and career advancement."Last month, the Communication Workers of America (CWA) slammed former Activision Blizzard CEO Bobby Kotick's claims that the numerous reports of harassment that allegedly took place when he led the firm were "fake."
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  • Alberta scraps tax credit plans for Canadian game studios
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    Alberta scraps tax credit plans for Canadian game studiosOfficials now say strategic partnerships are "the most effective and sustainable" way to aid game development News by Vikki Blake Contributor Published on March 27, 2025 Plans to revive a tax credit for developers in Alberta, Canada, have been scrapped.According to The Logic, Premier Danielle Smith announced plans to revive the scheme in November 2022, but now Alberta officials intend to "support the digital media gaming industry through strategic funding partnerships and investments" instead of offering "sector-specific" tax credits.Alberta's Innovation Minister Nate Glubish was tasked by Smith to develop a tax proposal to match that of other key Canadian development hubs such as Quebec, Ontario, and British Columbia, which were offering tax credits to game makers of 37.5%, 40%, and 17.5%, respectively, with the latter increasing to 25% in September.Jonathan Gauthier, press secretary for Glubish, told the publication that strategic partnerships were "the most effective and sustainable" way to aid game development in Alberta.Canada's games industry contributed $5.1 billion to its GDP in 2024, reflecting a 3% increase in the sector since 2021.The total contribution of $5.1 billion to Canada's GDP is estimated to be $3.9 billion directly from the sector, with an additional $1.2 billion from broader economic effects including the supply chain and employee wages.
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  • PowerWash Simulator tops 17m players | News-in-brief
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    PowerWash Simulator tops 17m players | News-in-briefFuturLab thanks the millions of players who have contributed to this "huge milestone" News by Vikki Blake Contributor Published on March 27, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:PowerWash Simulator tops 17m players
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  • Nearly 30,000 people attended GDC 2025
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    Nearly 30,000 people attended GDC 2025Over 1,000 speakers and 400 exhibitors took part in the eventImage credit: GDC News by Sophie McEvoy Staff Writer Published on March 27, 2025 The organisers of this year's Game Developers Conference have revealed that almost 30,000 people were in attendance.This number matches 2024's figure, but there was an increase in exhibitors at San Francisco's Moscone Center from 325 to 400.Over 1,000 speakers took part in the event, which hosted 750 sessions, workshops, roundtable discussions, and networking opportunities.GDC 2025 also introduced the first annual GDC Nights after-hours event, which ran on March 17 and March 20, which welcomed more than 6,000 attendees."Seeing the engrossing lectures, the collective labour organising and the amazing performances at GDC Nights has been an affirming experience and helps reinforce the value of GDC's mission to connect developers through their shared passion for game development," said GDC event director Stephanie Hawkins."The past few years have seen increasing challenges for game developers the world over, but we're proud to see GDC continue to serve as a beacon."We look forward to seeing our friends here again, and hope that the connections and insights they gained will carry through to their next amazing game projects."The week-long event also saw two awards ceremonies take place, including the Game Developers Choice Awards with Balatro taking home the most accolades including the Game of the Year Award.As for the Independent Game Awards, Consume Me received the Seumas McNally Grand Prize for Best Independent Game, developed by Jenny Jiao Hsia, AP Thompson, Jie En Lee, Violet W-P and Ken 'coda' Synder.GDC is scheduled to take place from March 9, 2026 to March 13, 2026 at San Francisco's Moscone Center.
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  • Assassin's Creed Shadows exceeds 3m players | News-in-brief
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    Assassin's Creed Shadows exceeds 3m players | News-in-briefUbisoft reports second highest day one sales revenue in franchise history for Assassin's CreedImage credit: Ubisoft News by Sophie McEvoy Staff Writer Published on March 27, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Assassin's Creed Shadows exceeds 3m players
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  • Crystal Dynamics lays off 17 employees
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    Crystal Dynamics lays off 17 employees"This step was necessary to better align our current business needs and the studio's future success"Image credit: Crystal Dynamics/The Initiative News by Sophie McEvoy Staff Writer Published on March 27, 2025 Crystal Dynamics has announced its decision to lay off 17 employees to "better align with [its] current business needs".In a statement shared on social media, the developer clarified that this decision would not affect its "current project plans", which include the Perfect Dark reboot (co-developed with The Initiative) and an untitled Tomb Raider game."We did not make this decision lightly," the statement read. "Ultimately, this step was necessary to better align our current business needs and the studio's future success. It is not a reflection of the dedication or ability of those affected."We recognise how painful this outcome is for those impacted and we are supporting them with transition packages and opportunity outreach."Crystal Dynamics remains committed to pushing the boundaries of making great games. This change does not alter our current project plans."Staff at Crystal Dynamics last faced a round of redundancies in September 2023, when ten people were let go.This came after a major restructuring program at the developer's parent company Embracer, which faced the collapse of a deal believed to be worth $2 billion. The firm also faced more than $1 billion in debt.Crystal Dynamics was acquired by Embracer in 2022.
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  • Game Informer returns after being shut down by GameStop
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    Game Informer returns after being shut down by GameStopGunzilla Games purchases publication, will operate independently from studio under entity Game Informer Inc.Image credit: Game Informer News by Sophie McEvoy Staff Writer Published on March 26, 2025 Game Informer has returned after being shut down by GameStop in August 2024.In a letter from editor-in-chief Matt Miller, he revealed that the publication had been purchased by Gunzilla Games.The firm secured the rights to the brand, with Game Informer operating independently from the studio under the entity Game Informer Inc.The whole team who were previously laid off has returned, and the website has been reinstated with its back content. When it was shut down, the site was completely stripped of articles which prevented staff from saving their work."From the start, the new owners insisted on the idea of Game Informer remaining an independent editorial outlet," wrote Miller. "They felt just as strongly as our team did that the only path forward for us with an editorial group that made 100% of the decisions around what we cover and how we do so without any influence from them or anyone else.""Our intent is to focus on highlighting the coolest games, celebrating the history and legacy of the gaming industry, and shining a spotlight on the creators and players who are charting its future."Miller concluded: "I am deeply grateful for the trust and enthusiasm from the team at Gunzilla Games; they see the same potential in Game Informer as our team does, and their encouragement to do so ethically and free of outside pressure is laudable."
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  • CD Projekt reports third best year for profit despite no major launches in 2024
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    CD Projekt reports third best year for profit despite no major launches in 2024Cyberpunk 2077 and its expansion Phantom Liberty were the main drivers for sales last yearImage credit: CD Projekt Red News by Sophie McEvoy Staff Writer Published on March 26, 2025 CD Projekt has released its financial results for 2024, reporting its third best year in terms of net profit despite no major launches.The developer reported a 17.9% decrease in sales to PLN 985 million ($254 million) compared to PLN 1.2 billion ($310.4 million) in 2023.Its net profit dropped by 2.3% from PLN 481.1 million ($124 million) the previous year to PLN 469.8 million ($121.5 million).Cyberpunk 2077 and its expansion Phantom Liberty were the main drivers of sales, generating almost PLN 600 million ($155.1 million) in 2024.As of November 2024, sales of Cyberpunk 2077 topped 30 million copies while Phantom Liberty sold over eight million units.Also in November, The Witcher 4 entered full-scale production. Project Sirius, a multiplayer game set in the Witcher universe, is in pre-production.The developer said it has decided to merge The Molasses Flood team into CD Projekt Red "to ensure better alignment in scope and direction" of Project Sirius.The Witcher remake, announced in October 2022, is in the concept phase, as is the next Cyberpunk project codenamed Orion.Elsewhere, CD Projekt reported that its development team increased by 10% to over 700 employees since last November, with its primary recruitment focus being on the next Cyberpunk project. It plans to double this team by the end of 2025.It also announced a collaboration with Scopely during its earning call, for a game based on CD Projekt's IP."Both of our franchises wrapped up an excellent year," said CD Projekt CFO Piotr Nielubowicz. "Naturally, the results of CD Projekt are primarily driven by sales of Cyberpunk 2077 [and its expansion, Phantom Liberty].""The Witcher 3 despite ten years having passed since its release continues to attract attention and produces a stable revenue stream. We are very satisfied with the fact that, even in the absence of any major launch, the past year was the third best in [CD Projekt's] history in terms of net profit."
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  • Games London's Ensemble 2025 cohort announced
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    Games London's Ensemble 2025 cohort announcedAnnual exhibition features eight underrepresented games professionals, showcasing their work, talent, and storiesImage credit: London Games Festival | From left to right; Annabel Ashalley-Anthony, Jonas Gawe, John Giwa-Amu, Patrick Haraguti, Bulut Karakaya, Zakia Khan, Tara Mustapha, Sarah York News by Sophie McEvoy Staff Writer Published on March 26, 2025 The organisers of London Games Festival this year's cohort for its flagship Ensemble exhibition, championing the work and voices of Black, Asian, and underrepresented games professionals in the UK.Curated by author and artistic director Sharna Jackson, the Ensemble initiative showcases the work and stories of eight game developers and creatives from across the industry via exhibitions in various locations during the London Games Festival 2025.The first installation will be at LGF's New Game Plus (between April 3 and April 4), then at Trafalgar Square on April 11. LGF is supported by the Mayor of London, and delivered by Games London.This year's cohort includes:Annabel Ashalley-Anthony, CEO and founder of Melanin Games, has also worked for EA, Ubisoft, Square Enix, and ZA/UM Studio focusing on diversity and inclusion initiativesJonas Gawe, is a community manager and event organiser, who has worked with Into Games, Limit Break, and Electric Saint on its new game Crescent County and led masterclasses at industry eventsJohn Giwa-Amu, producer and founder of Good Gate Media, has worked on projects including The Complex, Five Dates, Ten Dates, Night Book, and Who Pressed Mute on Uncle MarcusPatrick Haraguti, creative director and founder of Ronin Game Studio, has over two decades of experience as a 3D artist and VFX supervisorBulut Karakaya, lead programmer at Ustwo, has contributed to projects including Monument Valley 3 and Desta: Between Memories has also co-founded two indie studiosZakia Khan, senior character artist and lead artist having worked for developers including Rare, Lucid Games, NaturalMotion, and Mediatonic GamesTara Mustapha, founder and CEO of Code Coven, has worked as a game designer on titles including Cartomancy, Detours, and Insecure The Come Up Game and partnered with companies including Google, Netflix, and MetaSarah York, founder of Panda Cat Games, previously worked at Team17, GREE, Sony Liverpool, and Rocksteady having contributed to games including Batman: Arkham Knight and Killzone: Shadowfall"Welcome to the seventh edition of Ensemble, the exhibition that foregrounds the importance of a diverse industry, by demonstrating its significance in the creation of rich and intoxicating worlds and experiences for everyone," said Jackson."Vibrant and essential work is being created by Black, Asian, and minority ethnic talent in the UK's games industry each and every day. Let's celebrate that. Let's highlight these achievements especially in this climate to encourage and support the next generation of talent as they emerge."
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  • German games market drops 6% to 9.4bn in 2024
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    German games market drops 6% to 9.4bn in 2024Console sales dropped by 26% to 807 million, but revenues still above those recorded in 2022 News by Sophie McEvoy Staff Writer Published on March 25, 2025 The German games market decreased by 6% year-on-year to 9.4 billion in 2024, with sales of premium games dropping 17% to 921 million compared to revenues of 1.1 million the previous year.This is according to market figures from the German Games Industry Association (Game), based on data compiled by YouGov Shopper, Nielsen IQ, and Data.ai.Overall, games sales (including premium games, in-game and in-app purchases) was down 6% to 5.5 million.In-game and in-app purchases saw a slight decrease of 3% to 4.6 million, with Game noting that this market segment is an "important source of revenue" for games companies as it helps "offset the economic risk" in response to increased development costs.Looking at hardware, revenues decreased 10% to 2.9 million in 2024. But it was consoles that saw the steepest drop, with a YoY decrease of 26% to 807 million last year.However, Game highlighted that 2023 was an outlier in terms of console sales as models that "weren't consistently available" to consumers in years prior resulted in a "catch-up effect". It noted that revenues in 2024 were still above those recorded in 2022.As for online gaming services, this segment increased by 12% to 965 million in 2024 compared to 860 million the previous year."After years of frequent strong growth, the German games market took a breather in 2024," said Game managing director Felix Falk. "This was due in part to the fact there were fewer game hits last year and that the demand for game consoles has normalised again.""The greatest growth is seen in online game services like cloud gaming which underscores the perpetual dynamics and innovative strength of the games industry. In combination with new game consoles and blockbuster titles that have already been announced, this promises renewed overall growth in the near future."
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  • Indiana Jones and the Great Circle to launch on PS5 on April 17, 2025 | News-in-brief
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    Indiana Jones and the Great Circle to launch on PS5 on April 17, 2025 | News-in-briefMachineGames' action-adventure title launched as a timed console exclusive on Xbox Series X|S and Windows in December 2024Image credit: MachineGames/Bethesda News by Sophie McEvoy Staff Writer Published on March 25, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Indiana Jones and the Great Circle to launch on PS5 on April 17, 2025
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  • Opus Major raises $10m in seed funding round
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    Opus Major raises $10m in seed funding roundInvestment for Paris-based developer led by Griffin Ventures and early investor AlvenImage credit: Opus Major News by Sophie McEvoy Staff Writer Published on March 24, 2025 Paris-based developer Opus Major has raised $10 million in a seed funding round, led by Griffin Gaming Partners and early investor Alven.As reported by The Hollywood Reporter, Opus Major will use the investment to support the ongoing development of its debut, cross-platform multiplayer codenamed Opus #1.The studio also plans to produce a limited-access playable version of the game, and to hire more developers to join its team.Opus Major was co-founded in 2023 by CEO Jean-Nicolas Vernin and chief creative officer Pierre-Armand Nicq.Vernin previously co-founded mobile developer Madbox (where he served as CEO and chief production officer), and was previously an executive producer and editorial director at Gameloft. Nicq worked at Ubisoft for five years before joining Madbox in 2021."Our mission at Opus Major is to make the world jam together," said Vernin and Nicq. "We have experienced countless joyful memories while playing music and video games with friends.""We decided to build our first opus to fulfill this mission. We have been working with our team of jammers to offer a first glimpse at our universe in 2025."Griffin Gaming Partners' Pierre Planche added: "Music and gaming are both powerful ways to connect with people, and Jean-Nicolas and Pierre-Armand are combining them in ways that feel familiar yet unique."
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  • Silent Hill F has not been banned in Australia
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    Silent Hill F has not been banned in AustraliaUpcoming game was previously refused classification, but has since been removed from the Australian Classification Board's websiteImage credit: Konami News by Sophie McEvoy Staff Writer Published on March 24, 2025 Silent Hill F has not been refused classification in Australia, as confirmed by the country's Classification Board.In a statement provided to independent games site Stevivor, the entry for Silent Hill F published on March 14, 2025 has since been removed."Silent Hill F is not currently classified as 'Refused Classification' in Australia," the Australian Classification Board said."The entry on the National Classification Database has been removed. A classification decision will be published to the National Classification Database ahead of the game's release."Stevivor notes that this entry may have been due to an error with a self-reporting tool used by the ACB. GamesIndustry.biz has reached out to the ACB for further clarification.As explained by IGN, this tool is managed by the International Age Rating Coalition, "which is a classification system designed for mobile and digitally delivered games."The IARC tool requires developers to complete an online questionnaire about the game, then the tool automatically provides a rating for participating territories. According to IGN, this rating is published "automatically" on the ACB's National Classification Database.Earlier this month, Konami released a new cinematic trailer for Silent Hill F. The game has since been rated 18+ in Japan, making it the first title in the franchise to receive this rating.Last year, Hunter x Hunter Nen x Impact was refused classification by the ACB due to "implied sexual violence."
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  • SpecialEffect's GameBlast25 raises over 130,000 | News-in-brief
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    SpecialEffect's GameBlast25 raises over 130,000 | News-in-briefThe charity event has raised over 1.8 million over the past 12 years, with GameBlast26 announced across February 17 to March 1 next yearImage credit: SpecialEffect News by Sophie McEvoy Staff Writer Published on March 24, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:SpecialEffect's GameBlast25 raises over 130,000
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  • Assassin's Creed Shadows reaches 2m players | News-in-brief
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    Assassin's Creed Shadows reaches 2m players | News-in-briefLatest title in the Assassin's Creed franchise has surpassed the launches of Origins and OdysseyImage credit: Ubisoft News by Sophie McEvoy Staff Writer Published on March 24, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Assassin's Creed Shadows reaches 2m players
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  • United Videogame Workers union launches at GDC 2025 in partnership with CWA
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    United Videogame Workers union launches at GDC 2025 in partnership with CWAUVW-CWA is the first direct-join union in North America, initial campaign addresses ongoing industry layoffsImage credit: UVW-CWA News by Sophie McEvoy Staff Writer Published on March 21, 2025 During the 2025 Games Development Conference this week, industry workers launched the United Videogame Workers union in partnership with the Communication Workers of America.The UVW-CWA is the first direct-join union for developers in the US and Canada, meaning it does not represent a single workplace.Both full-time and freelance workers across various disciplines can join, including those working in art, writing, design, QA, and programming.Those affected by layoffs can also join, as well as workers who want to or are organising unions in their own workplace.As detailed on its website, the union has listed the following demands from employers:Sustainable growth instead of short term boom and bust hiring cyclesAdvanced notice before layoffsPaid time off following layoffsImproved severance payExtended health insurance for laid off workersRecall rights those who are let go get priority when the company starts hiring againWorker control over decisions to use generative AIIts first campaign addresses the ongoing industry layoffs, with the union noting that over 10,500 jobs were lost in 2023 followed by a further 14,600 last year. This comes after GDC's State of the Game Industry report found that 41% of surveyed developers reported being affected by layoffs in 2024.Members of UVW-CWA handed out a petition "demanding dignity and job security for all video game workers" during GDC this week, in addition to hosting panels, a rally, and a launch party, as reported by IGN."The creation of this union was not done in isolation; it's a cumulative effort by the thousands of video game workers who have been fighting for years to redefine what it means to stand together and reclaim power in one of the largest and highest-grossing industries on the globe," said CWA senior director of organising Tom Smith."These workers are taking a bold stand, joining together to build power for the workers behind the games we all know and love."CWA president Claude Cummings Jr. added: "The formation of United Video Game Workers-CWA is an exciting new step in our union's work to help video game workers build power in their industry."As video game studios have consolidated, the workers whose creativity, dedication, and skill bring the games to life have become more an afterthought. They are subject to endless cycles of layoffs and rehiring as corporate executives pursue short-term profits at the expense of a sustainable future."Last year, hundreds of workers at developers including Bethesda Game Studios and Activision Blizzard joined the CWA and unionsed.The launch of UVW-CWA follows the ongoing battle being fought by SAG-AFTRA for over 160,000 video game actors against the use of AI.In a recently released statement, the union said it was working to address "alarming loopholes" put forth by a bargaining group comprised of representatives from firms including Activision, EA, Insomnia Games, Take-Two Interactive, and WB Games.
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  • ESA launches Accessible Games Initiative to improve visibility of accessibility features
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    ESA launches Accessible Games Initiative to improve visibility of accessibility featuresDevelopers including Microsoft, Nintendo, and Ubisoft aim to provide clear information about accessibility in gamesImage credit: Entertainment Software Association News by Sophie McEvoy Staff Writer Published on March 21, 2025 The Entertainment Software Association (ESA) has announced the formation of the Accessible Games Initiative.Developed by Electronic Arts, Google, Microsoft, Nintendo of America, Sony Interactive Entertainment, and Ubisoft, the Accessible Games Initiative aims to provide clear information about accessibility features in games.Firms including Amazon Games, Riot Games, Square Enix, and Warner Bros. Games have since joined the project.The initiative has launched with 24 tags that can be used by developers, which cover accessibility features including narrated menus, input remapping, stick inversion, subtitle formats, and colour alternatives. The full list of tags can be found on the Accessible Games Initiative website.These tags were "developed with insight and feedback sourced directly from players with disabilities, accessibility advocacy groups, and game development teams," the ESA noted.Implementation of these tags is voluntary, and will be showcased on digital storefronts, product pages, or digital catalogues."Tens of millions of Americans have disabilities and often face barriers to experiencing the joy and connection that comes with playing video games," said ESA president and CEO Stanley Pierre-Louis."We are immediately proud to announce the Accessible Games Initiative in partnership with industry leaders. This initiative demonstrates how impactful we can be when we work together in our industry-wide pursuit of helping more people experience the power of play."
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  • Assassin's Creed Shadows passes 1m players on launch day | News-in-brief
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    Assassin's Creed Shadows passes 1m players on launch day | News-in-briefSet in feudal Japan, Shadows is the 14th mainline installment in the Assassin's Creed franchiseImage credit: Ubisoft News by Sophie McEvoy Staff Writer Published on March 21, 2025 This is a News-in-brief article, our short format linking to an official source for more information. Read more about this story by following the link below:Assassin's Creed Shadows passes 1m players on launch day
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  • Report: Half of all mobile players have received real-world rewards from games
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    Report: Half of all mobile players have received real-world rewards from gamesNew study links reward-based UA with increased motivation to download, play, and recommend mobile titlesImage credit: Almedia Feature by GamesIndustry.biz Staff Contributor Published on March 21, 2025 50% of mobile players have now received a reward with real monetary value from a smartphone game. Meanwhile, 72% of that group say real-world rewards are now "important" when it comes to them selecting a new mobile game to download.Thats according to the second part of Almedia's Rewarded Returns report conducted by Atomik Research, which surveyed over 2,000 mobile players across the US and UK.The reward-based UA approach seeks to acquire, engage, and retain more players by placing a rewards campaign over an existing game.As such, a player might receive cash, Amazon credit, or payouts of other currencies of real-world value for reaching particular stages or achieving certain tasks within a game.The report found that 54% of mobile players are now devoting more time to gaming. Over two-in-five (around 42%) of those users cite rewarded gameplay as highly motivating when it comes to spending more time playing mobile titles.75% of all respondents feel positive to the notion of receiving rewards with real-world value from games.Of the group that have already received such a reward from a mobile release, 85% assert that they continue to play after a games reward campaign concludes, while 76% are more likely to recommend a game that offers rewards with monetary value.The survey points to increased interest in real-world rewards as a motivator of play and downloads.Although it notes that of the player group yet to engage with such incentives in games, 33% cite fraud as a reason for concern and caution around the space. That number jumps to 39% in the group that have engaged with reward-based UA.Our deep study of gamers clearly shows that theres a voracious appetite for rewards across the mobile games industry, said Moritz Hollnder, Founder and CEO at Almedia. Never before in gaming have we witnessed the mass adoption of real-world rewards by players.What we are currently seeing is real-time transformation in how gamers choose what they play based on rewards - and also rewards ability to foster valuable long-term relationships between players and games."Hollnder added: "Its a total rewrite of how and why users engage with gaming content, and a much-needed one at a time where game studios face barriers to acquiring and retaining players in a highly competitive market.
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  • Balatro leads Game Developers Choice Awards 2025, wins Game of the Year
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    Balatro leads Game Developers Choice Awards 2025, wins Game of the YearLocalThunk's deck-building roguelite also won Best Debut, Best Design, and the Innovation awardImage credit: LocalThunk/Playstack News by Sophie McEvoy Staff Writer Published on March 20, 2025 Balatro dominated the Game Developers Choice Awards last night, taking home Game of the Year and Best Debut alongside Best Design and the Innovation award.Astro Bot won two awards in the Audio and Technology categories, while Black Myth: Wukong received the accolade for Best Visual Art.Studio Zero's Metaphor: ReFantazio won Best Narrative with Deck Nine Games' Life is Strange: Double Exposure taking home the Social Impact award.As previously reported, Remedy's creative director Sam Lake received the Lifetime Achievement Award, which was presented by Alan Wake and Control actor Matthew Porretta.Lucas Pope was given the Pioneer Award for his contributions to game development both as the creator of Paper's, Please and Return of the Obra Dinn and his work at Naughty Dog.The Independent Games Festival also took place yesterday, with Consume Me awarded the Seumas McNally Grand Prize. Developed by Jenny Jiao Hsia, AP Thompson, Jie En Lee, Violet W-P, and Ken 'coda' Synder, the game also won the Nuvo and Wings awards.Freehold Games' Caves of Qud won Excellence in Narrative, Moonloop Games' Hauntii took home the Excellence in Visual Arts award, while Suspicious Developments' Tactical Breach Wizards won Excellence in Design.Despelote, developed by Julin Cordero and Sebastian Valbuena, won Excellence in Audio, and Vinny Roca's Slot Waste won Best Student Game.Here are the full list of winners for both ceremonies:GDCA 2025 winnersGame of the Year: Balatro (Local Thunk, Playstack)Best Debut: BalatroBest Visual Art: Black Myth: Wukong (Game Science)Best Audio: Astro Bot (Team Asobi, Sony Interactive Entertainment)Best Narrative: Metaphor: ReFantazio (Studio Zero, Atlus, Sega)Best Technology: Astro BotBest Design: BalatroSocial Impact Award: Life is Strange: Double Exposure (Deck Nine Games, Square Enix)Innovation Award: BalatroPioneer Award: Lucas PopeLifetime Achievement Award: Sam LakeIGF 2025 winnersSeumas McNally Grand Prize: Consume Me (Jenny Jiao Hsia, AP Thompson, Jie En Lee, Violet W-P, Ken 'coda' Synder)Excellence in Visual Art: Hauntii (Moonloop Games, Firestoke)Excellence in Audio: Despelote (Julin Cordero, Sebastian Valbuena, Panic)Excellence in Design: Tactical Breach Wizards (Suspicious Developments)Excellence in Narrative: Caves of Qud (Freehold Games, Kitfox Games)Nuovo Award: Consume MeWings Award: Consume MeBest Student Game: Slot Waste (Vinny Roca)
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  • Monster Hunter Wilds debuts at No.3 on revenue charts for February 2025 | Newzoo Charts
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    Monster Hunter Wilds debuts at No.3 on revenue charts for February 2025 | Newzoo ChartsCapcom's fastest-selling title took the top spot on Newzoo's premium revenue chartImage credit: Capcom News by Sophie McEvoy Staff Writer Published on March 20, 2025 Monster Hunter Wilds debuted at No.3 on Newzoo's overall revenue chart for February, despite launching on the final day of the month.Capcom's action RPG took the top spot on the firm's premium revenues (full game sales) chart, as well as the PC revenue chart. It ranked at No.5 and No.6 respectively on PlayStation 5 and Xbox Series X|S.As for overall player engagement, Monster Hunter Wilds ranked at No.13. Newzoo noted that the game had two open betas in February, "both of which attracted sizable audiences and possibly influenced engagement."Another new release on Newzoo's revenue chart was Kingdom Come: Deliverance 2, which launched at No.6 with "great sales numbers in its first month" pushing it to No.2 on the premium revenues rankings.Civilization 7 took the No.7 spot, with Newzoo suggesting that "mixed reviews concerning changes in game design" could have potentially "hindered initial sales." However, it noted that the game's monetisation model which includes DLCs that introduce new gameplay mechanics "are expected to drive long-term sales."Avowed also broke into the Top 20, despite being a day one launch on Xbox Game Pass. The title reached No.18 on the individual revenue chart for Xbox, and No.9 on its engagement rankings.Here are the Top 20 games by revenue in the US, UK, Germany, France, Spain, and Italy for February 2025, across PC and consoles, according to Newzoo:RankLast month RankTitle11Fortnite23Call of Duty: Modern Warfare 2, 3, Warzone, and Black Ops 63NEWMonster Hunter Wilds42EA Sports FC 2554NBA 2K256NEWKingdom Come: Deliverance 27NEWSid Meier's Civilization 785Marvel Rivals97The Sims 4106Minecraft119Valorant1212Counter-Strike 2 & Go138Grand Theft Auto 51410EA Sports College Football 251528Hello Kitty Island Adventure1643Destiny 21713EA Sports Madden NFL 2518NEWPGA Tour 2K251914Roblox20NEWAvowedAnd here are the Top 20 games by monthly active users across US, UK, Germany, France, Spain, and Italy for February 2025, across PC and consoles, according to Newzoo:RankLast month RankTitle11Fortnite22Call of Duty: Modern Warfare 2, 3, and Warzone 2.033Minecraft46Grand Theft Auto 555Roblox64Marvel Rivals77Rocket League88EA Sports FC 25910Counter-Strike 2 & Go109Tom Clancy's Rainbow Six: Siege1112NBA 2K251213The Sims 413NEWMonster Hunter Wilds1414Apex Legends1511EA Sports College Football 251619EA Sports Madden NFL 251720Overwatch 1&21815Red Dead Redemption 21917Helldivers 22016EA Sports FC 24
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  • Monster Hunter Wilds is US' best-selling game of 2025 so far | US Monthly Charts
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    Monster Hunter Wilds is US' best-selling game of 2025 so far | US Monthly ChartsCapcom's action RPG sold more than double than that of its predecessor Monster Hunter RiseImage credit: Capcom News by Sophie McEvoy Staff Writer Published on March 20, 2025 Capcom's Monster Hunter Wilds topped Circana's US charts for February, and is the best-selling game of 2025 so far.The action RPG secured the top spot on PlayStation and Xbox's individual platform charts, with more than half of its sales being accounted for on Steam.According to Circana, launch month sales of Monster Hunter Wilds were more than double than the total Monster Hunter Rise generated in March 2021. Monster Hunter Wilds sold 8 million units in three days, becoming the fastest-selling title in Capcom's history.Warhorse Studios' Kingdom Come: Deliverance 2 came in second, ranking at the same spot on the PS and Xbox charts.As reported by Circana, the launch month sales of Kingdom Come: Deliverance 2 were "more than five times higher" than Kingdom Come: Deliverance's launch revenue in February 2018.Kingdom Come: Deliverance 2 generated 1 million sales in just 24 hours following its release on February 4, 2025. It then went on to sell 2 million units in less than two weeks.The Top Ten included four more new releases, including Civilization 7 at No.3 and PGA Tour 2K25 at No.4 followed by Avowed at No.7 and Like a Dragon: Pirate Yakuza in Hawaii at No.8. Avowed also ranked No.6 on the Xbox engagement charts.As for mobile content, Monopoly Go remained in the top spot followed by Last War: Survival which moved up two spaces which overtook Roblox for the first time in monthly US mobile spending as highlighted by Sensor Tower's Samuel Aune."Last War: Survival saw a 17% increase in in-app purchase revenue month over month, while both Royal Match and Roblox saw declines of around 9%," said Aune. "If this trend continues, Last War: Survival will be the No.2 game by US mobile gaming in-app purchase revenue."He added: "Also of note are the two Pokmon games: Pokmon TCG Pocket and Pokmon Go. This is the first time that two games with the same IP (though different publishers) have made [the Top Ten] at the same time, an impressive feat."Looking at US consumer spending for February, it fell by 6% year-over-year to $4.5 billion. Circana notes that "spending so far this year is 11% lower than at the same point in 2024 at $9 billion." Video game content spending also fell by 4% YoY to $4 billion.Elsewhere, hardware revenue dropped by 25% to $256 million compared to the same period last year. This marks the lowest February total since 2020, when hardware revenue was $184 million.The report also notes that after the first 52 months in market, PlayStation 5 unit sales are 7% ahead of PlayStation 4 while Xbox Series X|S is behind Xbox One at 19%.Here are the top 20 selling games from the period February 2 to March 1, 2025, data courtesy of Circana:RankLast month rankTitle1NEWMonster Hunter Wilds2NEWKingdom Come: Deliverance 23NEWCivilization 74NEWPGA Tour 2K2552NBA 2K2561Call of Duty: Black Ops 67NEWAvowed8NEWLike a Dragon: Pirate Yakuza in Hawaii94Grand Theft Auto 5103Madden NFL 25118Minecraft^^126EA Sports FC 25139Marvel's Spider-Man 2147Red Dead Redemption 21512Hogwarts Legacy1610EA College Football 251714Helldivers 21818Elden Ring1916Dragonball: Sparking! Zero2015Astro Bot^^Digital sales on Nintendo platforms not included.
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  • Midia Research: Global games industry estimated to reach $236.9bn in 2025
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    Midia Research: Global games industry estimated to reach $236.9bn in 2025Report highlights that as the IMF projects a global inflation rate of 4.2% this year, the "global games market is essentially flat" News by Sophie McEvoy Staff Writer Published on March 20, 2025 The global games industry is predicted to increase by 4.6% in 2026 to $236.9 billion, and is expected to reach $280.1 billion in 2031.This is according to a new report by Midia Research, which notes that as the International Monetary Fund has projected the global inflation rate to be 4.2% in 2025, "the global games market is essentially flat."Looking at software, the firm predicts revenues to rise by 4.4% year-over-year to $203.2 billion in 2025. It highlights gains from "several premium releases" this year and in 2026, including Grand Theft Auto 6 and "Switch 2 launch-window games" as well as titles such as Monster Hunter Wilds and Assassin's Creed Shadows. By 2031, software revenue is estimated to grow to $237 billion.PC software is "predicted to outpace other segments towards 2031," reaching $44.5 billion in 2025 compared to $41.6 billion in 2024.Console software is estimated to reach $47.9 billion this year compared to $45.1 billion last year, while mobile is forecast to reach $110.9 billion in 2025 compared to $108.1 billion compared to 2024.Hardware revenues are projected to grow by 8.4% YoY to $20.6 billion, driven by the Switch 2 launch. This follows a decline of 19.9% in 2024 "when Xbox struggled due to its focus on services and off-platform revenues and the original Switch neared the end of its life cycle." Hardware revenues are estimated to reach $24.6 billion in 2031.According to Midia, a key change for the rest of the decade is a refocus on premium titles following an "oversaturation of live-serve games". As a result, in-game revenue is forecast to decrease to 67% by 2031.The firm predicts that consoles will continue to be the most popular choice for premium games, with the ecosystem taking up 60% of the market share compared to 38% on PC.As for multi-game subscription services, the report says that while revenues may see a boost from price increases and the potential addition of ad-based tiers, it has "reached maturity."Midia highlights how Call of Duty's addition to Xbox Game Pass helped overall subscription service numbers rise by 16% YoY to $11.8 billion in 2024. It predicts this amount to grow further in 2025 to $13.1 billion, followed by $18.5 billion in 2031. Image credit: Midia ResearchThe number of global players is expected to increase in 2025 to 3.27 billion, and even further by 2031 to 4.02 billion. Midia notes that cross-entertainment is adding potential consumers via adaptations such as HBO's The Last of Us and Amazon's Fallout.However, it predicts that "most new players will enter the market via emerging countries and regions such as Latin America, Southeast Asia, and Africa." Midia notes that as internet access and online infrastructure continues to improve, more players will emerge from these areas."Things will continue to be difficult in the games market, and these challenging market conditions mean developers are being forced to think smarter to succeed," said Midia games analyst Rhys Elliot. "Luckily, the industry is teeming with some of the smartest, most creative, and passionate minds in the world. Just don't expect double-digit growth."Elliot continued: "Laying off the employees who create value is short-sighted. After all, a big reason why Nintendo, FromSoftware, and Naughty Dog are so successful is because they retain and nurture talent long term."My recommendation: less waste, less trend-chasing, more innovation, more data-backed segmentation and better (read: humane) treatment of the people in the industry creating value. The market can't keep catering to the same gamers and expect the pie to grow."You can find the full report on Midia's website.
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