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Infinity

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Cover of Global Mobile Games in October 2024
Article

Global Mobile Games in October 2024

Global mobile game performance in October 2024 is tracked across advertising, revenue, and downloads on both the App Store and Google Play, using SocialPeta data on the top 20 titles in each category.

  • MONOPOLY GO! has become the fastest mobile game to reach $1 billion in revenue, supported by a massive October advertising push featuring 16,000 deduplicated creatives.
  • Advertising strategy for top-performing titles heavily favors square-format video ads under 30 seconds, which accounted for 72.8% of MONOPOLY GO!'s creative output.
  • Royal Match led App Store revenue with $90 million (a 25% MoM increase), while Lineage M topped Google Play at $40 million (a 23% MoM increase).
SocialPetaDec 2024
Cover of TWIG #312 THE GREATEST WEEK IN F2P. EVER? EVER!
69 min
Deconstructor of Fun69 min

TWIG #312 THE GREATEST WEEK IN F2P. EVER? EVER!

The gaming industry is currently navigating a period of intense volatility defined by a surge in high-profile free-to-play releases alongside a contraction in studio stability.

  • Steam reached a record 39.2 million concurrent users, a milestone driven primarily by growth in the Chinese market.
  • Developers are increasingly adopting a dual-skew strategy, launching high-fidelity titles like Marvel Rivals, Delta Force, and Infinity Nikki simultaneously across mobile, PC, and console.
  • Traditional pre-launch metrics such as wishlists are becoming unreliable indicators of success, as many new releases experience rapid post-launch retention decay.
Deconstructor of FunDec 2024
Cover of Week in Mobile Games E39 - Mobile's hot new releases and the loot box investigation unpacked
54 min
PocketGamer.biz54 min

Week in Mobile Games E39 - Mobile's hot new releases and the loot box investigation unpacked

The mobile gaming industry is currently undergoing a structural transformation defined by the rise of high-fidelity, cross-platform titles that bridge the gap between mobile and console experiences.

  • Nexon’s 'Dungeon and Fighter Mobile' generated over $1 billion in iOS revenue in China within six months, highlighting the massive financial potential of successful mobile titles.
  • The mobile industry is shifting toward high-fidelity, cross-platform experiences like 'Infinity Nikki' and 'Delta Force' that emphasize cross-progression to bridge the gap between mobile and console.
  • Investors are increasingly prioritizing daily active user counts over traditional retention metrics, seeking shorter return on investment windows of two to three years.
PocketGamer.bizDec 2024
Cover of Playgrounds as Workgrounds: How Real-Money Trading Transforms the Gaming Experience
Whitepaper17 pages

Playgrounds as Workgrounds: How Real-Money Trading Transforms the Gaming Experience

Javier Mombiela Laborda, an independent researcher, presents a literature review of paradigmatic case studies of real-money trading (RMT) in video games, a monetisation method in which players earn money by trading in-game items with other players.

  • RMT has shifted from a practice developed outside the game to a company-driven, central part of the game experience, according to the author's findings.
  • Diablo III was released with its Auction House as a feature that allows players to trade virtual items for real money, with Blizzard receiving a per-transaction fee.
  • Diablo III's Auction House was permanently shut down two years after release, with Blizzard claiming it undermines Diablo's core gameplay.
DiGRASep 2024
Cover of More Layoffs Planned for Microsoft Gaming
Article

More Layoffs Planned for Microsoft Gaming

Microsoft Gaming plans to eliminate approximately 650 roles, primarily in corporate and supporting functions, as announced by CEO Phil Spencer in an internal memo to employees.

  • Microsoft Gaming is cutting approximately 650 roles, primarily within corporate and supporting functions, as part of an effort to align its business structure post-acquisition.
  • CEO Phil Spencer stated that these layoffs will not result in the cancellation of any games, devices, or experiences, nor will any additional studios be closed.
  • This reduction follows a larger round of layoffs earlier in 2024, which saw approximately 1,900 employees cut from the Activision Blizzard and Xbox divisions alongside the closure of studios like Arkane Austin.
The Esports AdvocateSep 2024
Article

The MTGO Virtual Economy: A Case Study on a Play-to-Earn Game

Magic: The Gathering Online (MTGO) serves as a foundational case study for understanding virtual economies, predating the modern rise of cryptocurrency-based play-to-earn models.

  • Magic: The Gathering Online (MTGO) serves as a long-standing case study for virtual economies, predating modern cryptocurrency-based 'play-to-earn' models.
  • The MTGO economy relies on a complex ecosystem of standard set limited play, set redemption programs, and third-party bot-chains that facilitate secondary market trading.
  • MTGO utilizes a multi-layered currency system including tickets, playpoints, qualifier points, and treasure chests to manage in-game transactions and rewards.
Pennsylvania State UniversityAug 2024
Cover of The Assassin’s Creed Franchise on Live Streaming
Article

The Assassin’s Creed Franchise on Live Streaming

The "Assassin’s Creed Franchise on Live Streaming" analysis examines the live-streaming performance of the Assassin's Creed franchise, particularly focusing on recent releases and the anticipation for Assassin’s Creed Shadows.

  • Assassin’s Creed Valhalla remains the franchise's viewership peak, driving monthly hours watched to 30.1 million, likely due to its open-world RPG format and popular Norse setting.
  • Assassin’s Creed Mirage generated 5 million hours watched and 114,000 peak viewers during its first week, though it underperformed compared to larger-scale titles like Starfield (27.9 million hours) and Marvel’s Spider-Man 2 (11.2 million hours).
  • Pre-release interest for Assassin’s Creed Shadows is high, with 199,000 chat mentions on Twitch, bolstered by a 7,100-mention trailer release in May and a 5,800-mention gameplay demo in June.
Stream HatchetJul 2024
Cover of two & a half gamers session #12 - Metacore 65M loss, Niantic 1 hit wonder, Industry conference guide
52 min
Two & a Half Gamers52 min

two & a half gamers session #12 - Metacore 65M loss, Niantic 1 hit wonder, Industry conference guide

The mobile gaming industry currently faces significant challenges regarding user acquisition strategies, the sustainability of metaverse platforms, and the evolving utility of professional conferences.

  • High-budget celebrity-led television advertising, such as Metacore’s $20 million campaign, is failing to deliver measurable returns compared to traditional digital user acquisition channels, leading to significant financial losses.
  • The mobile gaming industry is struggling to replicate the success of foundational hits like Pokémon GO without the leverage of established intellectual property, highlighting the risks of relying on single-hit titles.
  • Professional industry conferences like GDC and Gamescom have shifted in value from formal, lecture-based education to informal, face-to-face networking, which senior practitioners now view as the primary benefit of attendance.
Two & a Half GamersMay 2024
Cover of two & a half gamers session #7 - Is Axie infinity dead? LTV in crypto gaming & web3 UA/marketing
65 min
Two & a Half Gamers65 min

two & a half gamers session #7 - Is Axie infinity dead? LTV in crypto gaming & web3 UA/marketing

The gaming industry is undergoing a fundamental transition from speculative play-to-earn models toward sustainable play-and-own frameworks.

  • The 'Play-to-Earn' model is proving unsustainable due to economic inflation, leading the industry to pivot toward 'Play-and-Earn' or 'Play-to-Own' frameworks that prioritize fun and engagement over financial returns.
  • Axie Infinity's economy has faced significant depreciation, forcing a shift in narrative from a platform for earning a living to a traditional gaming experience where earning is a secondary feature.
  • Blockchain gaming introduces a native economic value transfer layer that allows for the enforcement of scarcity and value exchange, which was previously difficult to manage in digital environments.
Two & a Half GamersMay 2024
Cover of Outpost: Infinity Siege Blends Genres Like a Champ
Article

Outpost: Infinity Siege Blends Genres Like a Champ

This document provides an analysis of recent game releases and market trends across various platforms, with a particular focus on Steam.

  • Dragon’s Dogma 2 and Helldivers 2 currently dominate global top-grossing charts, with Dragon’s Dogma 2 leading recent paid downloads on both PlayStation and Xbox in the United States.
  • Genre-hybridization is a successful market strategy, evidenced by Outpost: Infinity Siege achieving over 13,000 concurrent users (CCU) by blending tower defense, extraction shooter, and roguelite mechanics.
  • The Chinese market is a significant driver of engagement for new releases, as seen in the high volume of Simplified Chinese reviews for titles like Outpost: Infinity Siege and Ender Magnolia: Bloom in the Mist.
GameDiscoverCoMar 2024
Cover of Talon Esports, United Esports to Host Apeiron Tournament
Article

Talon Esports, United Esports to Host Apeiron Tournament

Foonie Magus, a Singapore-based game developer, has partnered with Los Angeles-based United Esports and Hong Kong-based Talon Esports to host an Apeiron tournament.

  • Singapore-based developer Foonie Magus has partnered with Talon Esports and United Esports to host an invite-only tournament for its web3-based MOBA, Apeiron.
  • The tournament features a total prize pool of $30,000 USD, with individual rewards for top players ranging from $750 to $5,000.
  • The event is split into two regional conferences: the Western Conference (Americas) scheduled for April 4-6, and the Eastern Conference (Asia) scheduled for April 11-13.
The Esports AdvocateMar 2024
Cover of Investing in Influence: Video Games Industry Memo, 15/02/2024
Article

Investing in Influence: Video Games Industry Memo, 15/02/2024

This memo, published on February 15, 2024, analyzes Disney's $1.5 billion investment in Epic Games, positioning it as a strategic move to gain influence within the video games industry rather than a direct entry into game development.

  • Major media and technology firms are shifting from internal development to an 'investing for influence' model to secure presence in digital ecosystems without the operational burden of managing game divisions.
  • Disney’s $1.5 billion investment in Epic Games serves as a primary example of this strategy, allowing the company to gain creative influence over a virtual platform while outsourcing technical complexities.
  • The industry is moving toward a model of minority stakes, similar to Tencent’s long-standing strategy, to capture audience engagement and foster connections within dominant 'walled garden' platforms.
Video Games Industry MemoFeb 2024