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Article

Microsoft Xbox: All Technology Ultimately Becomes a Toaster

The video game industry is undergoing a fundamental transition from hardware-centric business models to service-oriented ecosystems.

  • The gaming industry is shifting from hardware-centric sales to service-oriented ecosystems, where dedicated consoles are increasingly treated as commoditized 'toasters' rather than primary drivers of value.
  • Microsoft is transitioning the Xbox business model toward recurring revenue and subscription-based access, utilizing lease-style programs like Xbox All Access to lower entry barriers and ensure long-term consumer commitment.
  • Microsoft is pivoting its exclusivity strategy away from software titles toward human talent, specifically recruiting high-profile streamers to anchor its platform and drive user engagement.
SuperJoostOct 2019
Article

Publishers Playing Politics

This analysis examines the intersection of corporate interests and political expression within the global video game industry, focusing on the 2019 controversy involving Activision Blizzard and the Hong Kong protests.

  • Major video game publishers face a growing conflict between upholding Western democratic values and maintaining access to the lucrative, protectionist Chinese market.
  • Activision Blizzard’s 2019 decision to ban professional player Ng 'blitzchung' Wai Chung for supporting Hong Kong protests highlights the prioritization of Chinese market stability over Western workforce and consumer values.
  • Approximately 50% of the World of Warcraft player base resides in China, creating a significant financial dependency that influences corporate decision-making.
SuperJoostOct 2019
Article

Apple Arcade at $4.99: Can Services Revenue Offset a Decline in Handset Sales?

The emergence of Apple Arcade at a $4.99 price point signals a strategic shift toward services revenue to mitigate a 12% year-over-year decline in iPhone sales.

  • Apple is leveraging the $4.99 Apple Arcade subscription to offset a 12% year-over-year decline in iPhone sales, with a target of 50 million subscribers within 24 months.
  • Major platform holders like Sony and Microsoft are shifting away from hardware exclusivity, prioritizing content ownership and flexible studio integration over platform-locked ecosystems.
  • Non-endemic companies like Netflix are entering the gaming market to differentiate their services against competitors like Disney+ as video delivery technology becomes commoditized.
SuperJoostAug 2019
Cover of 4 Great Examples of PvP Modes in Casual Games
Article

4 Great Examples of PvP Modes in Casual Games

The integration of player-versus-player (PvP) modes into casual mobile games serves as a strategic mechanism to enhance user engagement and retention.

  • PvP modes can effectively boost engagement and retention in casual games, provided the mechanics remain simplified and quick to complete to avoid alienating the core audience.
  • Disney Emoji Blitz utilizes synchronous, minute-long PvP matches in its 'Food Fight Face-Off' event, where players compete in real-time to collect items and obstruct opponents.
  • Board Kings implements asynchronous PvP by allowing players to land on 'Train tiles' to visit, occupy, or steal coins from other players' boards, creating a competitive social dynamic.
GameRefineryMay 2019
Cover of The 7 Steps to Successfully Greenlight a Game with an IP
Article

The 7 Steps to Successfully Greenlight a Game with an IP

The mobile free-to-play (F2P) games industry faces increasing risk, prompting studios to adopt more rigorous, data-driven, and risk-averse greenlight processes for new product development.

  • Successful game greenlighting requires a holistic, non-reactive review process that evaluates how product components—such as target audience, monetization, and mechanics—relate to one another rather than assessing them in isolation.
  • Third-party intellectual property (IP) accounts for approximately 20% of the top 300 grossing mobile games in the USA, serving as a risk-mitigation tool that can lower customer acquisition costs (CAC) through pre-existing brand awareness.
  • A critical failure point in greenlighting is a mismatch between the target demographic and the game's core mechanics, as seen in Marvel Avengers Academy where the casual narrative-builder loop failed to attract the expected male-centric audience.
Deconstructor of FunApr 2019
Cover of Disney Heroes: A Solid RPG That Tests the Limits of an IP
Article

Disney Heroes: A Solid RPG That Tests the Limits of an IP

Disney Heroes: Battle Mode represents a calculated effort to leverage high-value intellectual property within the mobile RPG landscape.

  • Developed by PerBlue Entertainment, Disney Heroes: Battle Mode achieved 12 million installs and approximately $10 million in net revenue within its first eight months following its May 2018 launch.
  • The game utilizes a highly interdependent economy where multiple game modes reward specific currencies, forcing players to engage with various features to upgrade their hero teams.
  • Progression is gated by stamina and a 'team level' system, which limits hero levels and creates a scarcity-driven demand for diamond-to-stamina conversions.
Deconstructor of FunDec 2018
Cover of How Disney Tsum Tsum Made over a Billion Dollars
Article

How Disney Tsum Tsum Made over a Billion Dollars

Disney Tsum Tsum serves as a primary case study for achieving massive commercial success in the mobile puzzle genre by diverging from the industry-standard Saga progression model.

  • LINE Disney Tsum Tsum generated over $1 billion in revenue by July 2017, outperforming major Western puzzle titles like Gardenscapes and Toy Blast.
  • More than 95% of the game's revenue is generated in Japan, largely due to the strong local market for the physical Tsum Tsum collectible toys the game is based on.
  • The game differentiates itself from the dominant 'Saga' progression model by utilizing a high-score, timer-based core loop similar to classic titles like Bejeweled Blitz.
Deconstructor of FunNov 2018
Article

The Last Jedi Premiere More Than Doubled Star Wars Mobile Game Downloads

The release of the film The Last Jedi in December 2017 served as a significant catalyst for the mobile gaming sector, driving a substantial surge in new user acquisition for Star Wars-themed titles.

  • The opening weekend of 'The Last Jedi' drove a 153% increase in new Star Wars mobile game installs, resulting in over one million new downloads compared to approximately 413,000 the previous weekend.
  • Top-performing titles significantly outperformed the franchise average: Netmarble's 'Star Wars: Force Arena' grew by 260%, EA's 'Star Wars: Galaxy of Heroes' by 216%, and Disney's 'Star Wars: Commander' by 201%.
  • While the 2015 release of 'The Force Awakens' generated a higher total volume of 2.17 million downloads, 'The Last Jedi' achieved a stronger relative growth rate of 2.5x week-over-week compared to the 1.8x growth seen in 2015.
Sensor TowerDec 2017
Cover of Toys-to-Life: Collectible Figures Take the Video Game World by Storm
Article

Toys-to-Life: Collectible Figures Take the Video Game World by Storm

The toys-to-life market segment, which integrates physical collectible figurines with digital video game content via near-field communication (NFC) technology, experienced significant growth in Germany during 2015.

  • The German 'toys-to-life' market segment experienced a 45% growth in sales revenue within a single year, rising from 31 million euros in the first nine months of 2014 to 45 million euros during the same period in 2015.
  • Total sales for the toys-to-life category in Germany reached 46.6 million euros in 2014, a figure that was nearly matched in just the first nine months of 2015.
  • The toys-to-life market is highly seasonal, with more than one-third of annual turnover generated during the Christmas holiday period.
game – Verband der deutschen Games-Branche e. V.Aug 2016
Article

Mobile Gaming Leaders: April 2016

This analysis examines the mobile gaming landscape for April 2016, focusing on download trends and top-performing titles across the U.S. App Store and Google Play.

  • The indie title 'slither.io' dominated the mobile gaming market in April 2016, securing the No. 1 spot for downloads across both iOS and Google Play with over eight million total installs.
  • Worldwide App Store game downloads grew 16.6 percent year-over-year in April 2016, rising from 502 million to 585 million, while U.S. downloads grew by 14.2 percent over the same period.
  • Disney successfully captured market share with the launch of 'Disney Crossy Road,' which generated over 3.6 million U.S. installs and ranked as the second most-downloaded game across both platforms.
Sensor TowerMay 2016
Article

Mobile Gaming Leaders: March 2016

The mobile gaming market experienced significant growth in March 2016, characterized by a surge in new installs across both the Apple App Store and Google Play.

  • Supercell’s Clash Royale was the most downloaded mobile game worldwide across both the App Store and Google Play in March 2016, achieving more than double the installs of the second-place title, Stack.
  • Global iOS game downloads grew 16% year-over-year in March 2016, rising from 546 million to 633 million, while U.S. iOS game downloads increased 12% to 162 million.
  • Miniclip’s Basketball Stars saw significant success on iOS with 6 million worldwide downloads, ranking as the second most successful new title on the U.S. App Store behind Clash Royale.
Sensor TowerApr 2016
Cover of NZ-Made Video Games Industry Grew 86% in 2012
Article

NZ-Made Video Games Industry Grew 86% in 2012

The New Zealand video game industry experienced significant expansion in 2012, with total industry earnings rising 86% to reach $36.3 million.

  • The New Zealand video game industry experienced 86% growth in 2012, reaching $36.3 million in total earnings.
  • Export revenue from smartphone and online games accounted for $31.4 million of the industry's total income.
  • Full-time equivalent employment in the sector grew by 18%, reaching a total of 448 professional developers.
New Zealand Game Developers AssociationOct 2013