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Infinity

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Documents about Infinity

Cover of Digital Theme Park Platforms: The Most Important Media Businesses of the Future
Article

Digital Theme Park Platforms: The Most Important Media Businesses of the Future

This analysis examines digital theme park platforms such as Roblox, Minecraft, and Fortnite, which allow users to create and share their own experiences.

  • Disney’s Parks & Attractions segment generates nearly 100% more revenue and 60% more profit than Disney’s studio division, and the document says Disney’s theme parks are difficult for competitors to replicate.
  • Digital theme park platforms have achieved massive engagement, with four major titles each delivering over a billion hours of playtime per month.
  • The success of these platforms is driven by their role as game engines that allow users to create and share their own content rather than just consuming pre-defined narratives.
Matthew BallMar 2020
Article

Pocket Gamer Connects London Highlights: User Acquisition Tips and Trends for 2020

Mobile game user acquisition in 2020 is shifting from volume-driven buying toward quality, monetization, and targeted audiences.

  • Mobile game user acquisition has shifted from volume-based bidding toward a primary focus on Return on Ad Spend (ROAS) and high-quality user targeting.
  • Retention is the critical performance metric for midcore titles, as high retention rates naturally drive success in other areas of the user funnel.
  • Organic traffic should not be the foundation of a business case, as organic installs are declining and paid acquisition is increasingly necessary to ensure profitability.
Sensor TowerFeb 2020
Article

Zuck's Achilles Heel: Disney's Renewed Interest in Games and EA's Spending Spree

This June 2021 newsletter issue offers commentary on four developments in the games industry, framed around the argument that Big Tech and large publishers are consolidating leverage while consumers and developers push back.

  • Electronic Arts spent $4.7 billion over a twelve-month period to acquire studios including Playdemic, Codemasters, and Glu Mobile to expand its mobile gaming footprint and gain leverage against platform holders like Apple.
  • Disney has pivoted its interactive strategy to a licensing-heavy model, offloading the operational risks of game development by granting third-party developers like Ubisoft and Square Enix access to its franchise portfolio.
  • Facebook’s attempt to integrate advertisements into its Oculus VR platform failed due to community backlash, forcing developers to withdraw from ad-testing programs and highlighting the incompatibility of current ad models with immersive environments.
SuperJoostFeb 2020
Cover of Epic Games & The Quest to Push Boundaries
Article

Epic Games & The Quest to Push Boundaries

Epic Games' evolution from a 1991 college consulting side project into a diversified gaming and technology ecosystem is traced through five "iterations," with the argument that its adaptive capacity and dual role as game maker and tool provider explain why it can do what competitors cannot.

  • Epic Games operates as an iterative entity that leverages its internal successes, such as Fortnite, to build foundational infrastructure like the Unreal Engine that serves both the company and the broader developer ecosystem.
  • Fortnite’s success was driven by a combination of social connectivity, cross-game avatar persistence, the Battle Pass monetization model, and high-profile live events featuring partners like Marshmello and Star Wars.
  • The Epic Games Store (EGS) aims to challenge industry gatekeepers by offering a competitive 12% revenue cut to developers, attempting to disrupt the market dominance of platforms like Steam.
NaavikJan 2020
Cover of All You Need to Know About DGaming
Article

All You Need to Know About DGaming

This 2019 guest article, written by the editor-in-chief of DGaming.com for GameRefinery's blog, introduces decentralized gaming (DGaming) as the next evolution of the games industry.

  • DGaming utilizes blockchain technology to provide players with full ownership of in-game assets, removing the developer's ability to alter, revoke, or restrict items.
  • Smart contracts enable secure, peer-to-peer trading of digital assets without third-party intermediaries, effectively eliminating the risk of fraud in secondary markets.
  • Blockchain integration allows players to earn real-world value from in-game activities, transforming gaming from a leisure activity into a potential source of income.
GameRefineryMar 2019
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 German toys-to-life segment, which pairs video games with physical collectible figurines, is expanding rapidly according to a December 2015 press release from the German Games Industry Association (BIU), using market data from GfK Entertainment.

  • 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
Cover of Remembering Repton: An Alternative History of Co-creativity in 1980s Britain
Article

Remembering Repton: An Alternative History of Co-creativity in 1980s Britain

Alison Gazzard's article, published in the Kinephanos Cultural History of Video Games Special Issue (June 2015), examines early level editors in 1980s British games, using media archaeology (Huhtamo 2011) to trace alternative histories of co-creativity.

  • Lode Runner, released in 1983, is cited as one of the first games to include a level editor, and the article notes its menu offered a 'Game Generator' option.
  • Repton 3 was the first Repton game to include a level editor, and, citing 'The Making of Repton', Superior Software then used the same tools to produce further titles over the next 18 months.
  • Citing 'The Making of Repton', the article reports that Repton 3 was the best-selling game for the BBC from its November 1986 launch until mid-February 1987.
KinephanosJun 2015
Cover of Psychology & Perception: How Games Are Like Wine
Article

Psychology & Perception: How Games Are Like Wine

Joseph Kim argues in this 2013 GameMakers essay that player enjoyment of a game is shaped not only by its actual qualities but by how the player perceives it, drawing an analogy to wine.

  • A 2008 Cal Tech and Stanford Business School study demonstrated that higher price points can physically increase a consumer's enjoyment of a product by altering their perception of its quality.
  • Game developers can influence player enjoyment by manipulating external perceptions through branding, high production values, and polished UI.
  • Social proof, such as leveraging social recommendations and competitive rivalries, is a critical but often overlooked driver of player perception.
GameMakersJul 2013
Cover of Philippines Gaming Market 2026
Article

Philippines Gaming Market 2026

The Philippines gaming market in 2026 is portrayed as a mass-scale, mobile-first market in which gaming functions less as entertainment alone and more as a form of identity, income, and labour.

  • The Philippines gaming market is projected to reach $500 million in consumer spending by 2025 (Niko Partners), characterized by a large, engaged audience but lower average revenue per user (ARPU) compared to other markets.
  • The Philippines is a global superpower in Mobile Legends: Bang Bang esports, with Filipino teams winning four consecutive MLBB World Championships (M2-M5) and the M5 final in Manila peaking at 5.07 million concurrent viewers.
  • The Philippines was the epicenter of the play-to-earn phenomenon with Axie Infinity; at its 2021 peak, over 40% of its 2.5 million daily active users were Filipino, utilizing a 'scholarship' model to earn income, until the SLP token collapsed and the Ronin bridge hack (draining $620 million) ended the boom in 2022.