mobile gaming

  • Skillz wins two new patents, is now helping brands sponsor e-sports tournaments

    Skillz wins two new patents, is now helping brands sponsor e-sports tournaments

    Game tech startup Skillz today launched a service that allows brands to easily sponsor and host mobile e-sports tournaments for any game titles that they like, as long as they are already part of the Skillz platform. As we’ve previously reported, Skillz enables developers to turn mobile games into tournament-playable titles without writing a ton of new code. Its technology operates as a… Read More

  • Is VR a leap back in time for the games industry? Crunch Network

    Is VR a leap back in time for the games industry?

    When we look back through the annals of time, there, etched in the history books will be “2016: The year of VR.” And what a year it’s been. We’ve already seen the Samsung VR launch to great applause, but with the imminent release of the PlayStation VR and Oculus Rift devices, the sector is about to shift into overdrive. But VR is not exactly new — the concept has… Read More

  • Glu debuts new Dash game with Gordon Ramsay

    These days, if a celebrity launches their own game, it is likely with Glu Mobile. Known for their free-to-play mobile games, the publicly traded company lists more than 100 games, including Sonic the Hedgehog, Transformers, Guitar Hero and Deer Hunter. But since late 2014, the team has moved away from building known gaming titles to new personalized star-focused franchises. After topping… Read More

  • Famous dodges Apple iTunes ban with web app

    Famous dodges Apple iTunes ban with web app

    The Famous app got itself banned from Apple’s App Store about a month ago. They sidestepped the ban by promptly launching an Android version instead, and is today back on an iOS device near you in the form of a web app. For the new version, the company recycled much of the game mechanics, minus the commenting and chat functionality that made it prime bullying real estate. Read More

  • Monetizing Mobile Gaming Crunch Network

    Monetizing Mobile Gaming

    The mobile gaming industry made $29 billion in 2015 — and it is only set to continue growing (with estimates as high as $49 billion by 2018). But the mobile gaming industry is in the “wild west” phase of its history right now, with the constant improvement of mobile devices and so many variables to successful monetization. Though it’s difficult to know exactly what… Read More

  • Activision Blizzard Closes Its $5.9B Acquisition Of King, Makers Of Candy Crush

    Activision Blizzard Closes Its $5.9B Acquisition Of King, Makers Of Candy Crush

    Activision Blizzard today announced that it has closed its acquisition of King Digital for $5.9 billion, a deal that it says makes it the largest game network in the world with more than 500 million users. King is the publisher of the popular Candy Crush series of social and mobile games, while Activision Blizzard’s best known titles include World of Warcraft and Call of Duty. This… Read More

  • AWS Announces New Set Of Integrated Services Aimed At Game Developers

    AWS Announces New Set Of Integrated Services Aimed At Game Developers

    AWS made several announcements today aimed squarely at moving the game developer community to its cloud platform. First of all, there’s Amazon Lumberyard, a 3D gaming development engine the company is offering for free with no costs for seat licenses, subscription costs or revenue sharing. For now, it works with console and PC games, but the plan is to offer virtual reality (VR)… Read More

  • The Mobile Gaming Business Model For Freedom And Fantasy Crunch Network

    The Mobile Gaming Business Model For Freedom And Fantasy

    Mobile gaming has by far made the greatest impact on — and effected the most change overall in — the gaming industry. From a dollars and cents perspective, mobile gaming revenue is projected to surpass console game revenue in 2015 to the tune of $30.3 billion versus $26.4 billion, with ongoing growth in mobile-device sales only driving this trend forward in 2016 and beyond. Read More

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