Skip to main content

Line

Company

Documents about Line

Cover of FATAL FURY Joins the 2025 Esports World Cup Line-Up
Article

FATAL FURY Joins the 2025 Esports World Cup Line-Up

The Esports World Cup Foundation has entered into a three-year partnership with SNK Corporation to integrate the Fatal Fury fighting game franchise into its annual multi-week tournament series.

  • The Esports World Cup Foundation has signed a three-year partnership with SNK to feature the Fatal Fury franchise in its annual multi-week summer competition.
  • The upcoming title, Fatal Fury: City of the Wolves, will be included in the 2025 Esports World Cup lineup in Riyadh, Saudi Arabia.
  • Fatal Fury: City of the Wolves is scheduled for a multi-platform release in April 2025 and marks the first entry in the fighting game series in 26 years.
The Esports AdvocateFeb 2025
Cover of Global Mobile Games in December 2024
Article

Global Mobile Games in December 2024

The December 2024 snapshot of the global mobile gaming market highlights a continued dominance by Chinese developers, especially in puzzle titles that have refined their advertising strategies to focus on short, vertical video creatives.

  • Established IPs remain the primary revenue drivers, with 'Pokémon TCG Pocket' generating over $94 million on the App Store, driven by a 50.7% contribution from U.S. and Japanese markets.
  • Chinese developers are dominating the puzzle genre by utilizing short, vertical video creatives, with 95.7% of 'One Line' ads on the App Store under 30 seconds.
  • Seasonal events significantly boost revenue, evidenced by 'Fate/Grand Order' achieving a 216.4% month-over-month increase to $17 million in December 2024 due to Christmas and New Year promotions.
SocialPetaJan 2025
Cover of New Global Sport Conference: Speaker Line-up 2024
Article

New Global Sport Conference: Speaker Line-up 2024

The Esports World Cup Foundation has announced the speaker lineup for the second annual New Global Sport Conference, scheduled for August 24–25, 2024, at the Four Seasons Hotel in Riyadh, Saudi Arabia.

  • The 2024 New Global Sport Conference will take place over two days, featuring approximately 48 speakers from the esports, gaming, sports, entertainment, and finance sectors.
  • The event coincides with the Esports Awards in Riyadh and is expected to provide updates on major Saudi-backed initiatives, including the Esports Olympic Games, the Qiddiya City Club Program, and the Esports World Cup Foundation Club Support Program.
  • Confirmed participating organizations include major industry players such as the Saudi Esports Federation, Esports World Cup Foundation, ESL FACEIT Group, Savvy Games Group, Fnatic, T1, Gen.G, Team Liquid, and aXiomatic Gaming.
The Esports AdvocateAug 2024
Cover of Branding for Top Line Growth: MY.GAMES Journey by CEO Elena Grigorian
22 min
Deconstructor of Fun22 min

Branding for Top Line Growth: MY.GAMES Journey by CEO Elena Grigorian

The gaming industry faces a persistent challenge where the cost of acquiring paying users (CPPU) steadily rises while the revenue per paying user (RPPU) struggles to keep pace, creating an inevitable intersection that threatens long-term profitability.

  • MY.GAMES is shifting from performance-based marketing to branding campaigns to counter the industry-wide trend of rising costs per paying user (CPPU) outpacing revenue per paying user (RPPU).
  • A branding campaign targeting a broad audience increased downloads and marketing efficiency but failed to generate significant revenue because the casual audience could not navigate the game's complex onboarding and monetization.
  • A second, more targeted branding campaign focused on demographics with a higher propensity for spending resulted in improved retention rates and higher revenue compared to the initial broad-reach attempt.
Deconstructor of FunMar 2024
Article

Why Spec Ops: The Line Mattered

Spec Ops: The Line serves as a critical case study in the intersection of interactive entertainment and the depiction of warfare.

  • Released in 2012, Spec Ops: The Line functions as a critical 'anti-shooter' that subverts the jingoistic conventions of the military shooter genre.
  • The game utilizes narrative devices like the white phosphorus sequence and an unreliable narrator to force players to confront the moral implications of their own participation in violent gameplay.
  • The title serves as a direct critique of the military-industrial complex and the glorification of war, contrasting with the high-octane, heroic depictions common in contemporary games of the early 2010s.
Game Maker's ToolkitFeb 2024
Cover of Toxicity and the Bottom Line: The Impact of Hate and Harassment on Player Retention and In-Game Purchases
Report10 pages

Toxicity and the Bottom Line: The Impact of Hate and Harassment on Player Retention and In-Game Purchases

Toxicity and harassment in online gaming environments significantly impact player retention and monetization, creating a direct financial incentive for studios to prioritize trust and safety.

  • Toxicity directly suppresses revenue, as 19% of players spend less money and 21% reduce their overall playtime to avoid harassment.
  • Safety is a critical player priority, with 75% of the 2,408 surveyed gamers identifying protection from hate and harassment as a high priority.
  • Harassment causes significant engagement loss, with 44% of players disabling voice chat, 31% abandoning active matches, and 27% leaving lobbies to avoid abuse.
Take ThisJan 2024
Cover of Gaming & Esports Executives Line Up to Speak at Saudi-Backed New Global Sport Conference
Article

Gaming & Esports Executives Line Up to Speak at Saudi-Backed New Global Sport Conference

The New Global Sport Conference, held in Riyadh, Saudi Arabia, serves as a high-level networking and strategic forum for the international gaming and esports sectors.

  • Saudi Arabia’s Ministry of Sport and the Saudi Esports Federation are hosting the New Global Sport Conference in Riyadh to facilitate high-level bilateral meetings between international gaming executives and Saudi government-backed entities.
  • The event serves as a strategic platform for potential business deals between Western esports/gaming companies and Saudi-owned organizations like Savvy Games Group and ESL FACEIT Group.
  • Key industry leaders scheduled to speak include executives from Sony, Take-Two Interactive, Ubisoft, Sega of America, Krafton India, NCSOFT, and Moonton Games.
The Esports AdvocateOct 2023
Cover of Hypercasual Market Analysis 2022
Article

Hypercasual Market Analysis 2022

The hyper-casual mobile gaming market underwent a significant transformation in 2022, characterized by intensified competition and a shift away from the high-volume, prototype-heavy development strategies of previous years.

  • The mobile games market is predicted to fall by over 6% by the end of 2022, increasing competition and user acquisition difficulty.
  • The strategy of rapidly producing many raw prototypes is no longer effective; even major publishers are now more selective, and less than 15% of the top 300 installed games in 2022 were released that year.
  • Puzzle games, particularly Draw Line Puzzle and Logic Puzzles, showed a sharp increase in installs since early fall 2022, with a new subgenre, Power Level Puzzle, also emerging.
Azur GamesDec 2022
Cover of Panel: Failing Fast: Stories From the Front Line of Prototyping
43 min
PocketGamer.biz43 min

Panel: Failing Fast: Stories From the Front Line of Prototyping

Prototyping serves as a fundamental proof-of-concept mechanism essential for validating core gameplay mechanics and ensuring that development resources are directed toward viable, engaging ideas.

  • Prototyping is a universal necessity across all game genres, serving as a critical proof-of-concept mechanism to validate core mechanics and mitigate the risk of investing in unviable projects.
  • Development teams should utilize time-boxing to maintain iterative flexibility and prevent stagnation during the prototyping phase.
  • Physical, non-digital methods like paper and board-based testing are highly effective for validating player behavior and mechanics before committing to expensive digital implementation.
PocketGamer.bizOct 2022
Cover of Drawing the Ethical Line for Misleading UA Ads - The Metacast by Naavik
74 min
Naavik74 min

Drawing the Ethical Line for Misleading UA Ads - The Metacast by Naavik

The gaming industry currently faces a critical juncture regarding the balance between aggressive commercial tactics and consumer protection.

  • The gaming industry is prioritizing self-regulation regarding loot boxes and in-game spending—including transparent odds disclosure and parental controls—to preempt restrictive government legislation.
  • Developers are facing a critical tension between using misleading user acquisition ads to lower acquisition costs and the resulting erosion of long-term player trust.
  • Industry consensus favors platform-enforced standards for ad accuracy as a preferred alternative to broad, government-mandated advertising regulations.
NaavikJul 2022
Cover of 2021‑22 Annual Sales in Line with Expectations
Financial report2 pages

2021‑22 Annual Sales in Line with Expectations

Nacon’s audited consolidated results for the 2021-22 fiscal year, ending March 31, 2022, characterize the period as a transition year defined by strategic investments and a shifting product mix.

  • Nacon reported 155.9 million euros in annual sales for the 2021-22 fiscal year, representing a 12.3% decline compared to the previous period.
  • The Games segment revenue fell 21.1% to 54.4 million euros due to the postponement of major titles, while the Accessories segment remained resilient with 96.6 million euros in revenue.
  • Profitability declined significantly, with current operating income dropping 41.6% to 19.0 million euros and net profit totaling 10.0 million euros.
NaconMay 2022
Cover of Valve VP of Marketing Doug Lombardi Leaves Company After 22 Years
Article

Valve VP of Marketing Doug Lombardi Leaves Company After 22 Years

Doug Lombardi, the long-standing vice president of marketing at Valve, departed the company in February 2022 after a 22-year tenure.

  • Doug Lombardi, Valve’s longtime VP of Marketing, departed the company in February 2022 after a 22-year tenure.
  • Kaci Aitchison, who joined Valve full-time in 2019 after hosting various Dota 2 events, has succeeded Lombardi as the primary press contact.
  • Valve is transitioning the Steam 'Discounts and Events' section from a manually curated calendar to an algorithmic, personalized feed, with a full rollout planned for early 2027.
Game World ObserverMar 2022