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Long-Time OG Esports CEO JMR Luna Steps Down
OG Esports announced the departure of long-time CEO JMR Luna in February 2023. The transition, which took effect immediately, followed several months of internal discussions and considerations.
- JMR Luna has stepped down as CEO of OG Esports, effective immediately as of February 4, 2023.
- The departure follows more than 2.5 years of tenure, during which Luna served as CEO after joining the organization in May 2020.
- OG Esports stated the decision was reached after months of discussions and characterized the exit as an amicable parting.
Long-Time Producer and Video Editor Cut From TSM
In January 2023, the Los Angeles-based esports organization TSM terminated two members of its creative staff, specifically a long-time producer and a video editor.
- TSM laid off at least two employees, including a long-time producer and a video editor, on January 24, 2023.
- The terminated producer, Kevin Lee, had been with TSM for nearly five years and oversaw content creation across the organization's ecosystem.
- The second affected employee, Dean Ver Tinio, was a Philippines-based video editor and producer who had worked with the company for 18 months.
Newzoo Expects Global Games Market Revenue to Fall for First Time in 15 Years
The global games market is projected to experience its first revenue decline in 15 years, with total earnings for 2022 expected to reach $184.4 billion.
- The global games market is projected to reach $184.4 billion in 2022, marking a 4.3% year-over-year decline and the first revenue contraction in 15 years.
- Despite the current downturn, the market is expected to recover to $211.2 billion by 2025, representing a compound annual growth rate of 3.4%.
- Mobile gaming experienced the sharpest decline at 6.4% to $92.2 billion, driven by post-pandemic shifts, inflation, and changes in mobile advertising privacy.
What Is a Good Median Play Time for a Demo? Benchmark
Median play time serves as a critical, objective performance metric for game demos, offering a transparent view of player engagement that cannot be manipulated by marketing assets.
- Median play time is a critical performance metric for demos, with higher engagement strongly correlating to higher revenue tiers: Bronze (7 minutes), Silver (18 minutes), Gold (38 minutes), and Diamond (65 minutes).
- Across all surveyed demos, the average play time is 19.75 minutes, with a median of 14 minutes and a 70th percentile benchmark of 22 minutes.
- Players rarely finish a demo even if it is designed for a 30-minute duration, regardless of whether the game is linear or replayable.
Alphabet Q3 2022 Earnings: YouTube’s Ad Revenue Declined for the First Time
Alphabet’s financial performance for the third quarter of 2022 highlights a significant contraction in the company's advertising business, marking a pivotal moment for its core revenue streams.
- Alphabet's total advertising revenue declined sequentially from $56 billion in Q2 2022 to $54 billion in Q3 2022.
- YouTube experienced its first-ever decline in advertising revenue, dropping approximately 2% year-over-year.
- Google Network advertising revenue also saw a year-over-year decrease of approximately 2%.
Lanterns In Search of a Full-Time Game Programmer
Lanterns, an independent studio headquartered in Tunis, Tunisia, specializes in narrative video games while also delivering extended-reality applications and motion-capture services.
- Lanterns, a Tunis-based independent studio, sought a full-time Game Programmer in September 2022 to support its narrative-focused game and XR development pipeline.
- The role required the candidate to handle system implementation, performance optimization, code maintenance, and documentation for both PC and console projects.
- The studio operates as a multidisciplinary firm, providing services in AR/VR, motion capture, mobile app development, and branding alongside traditional game production.
Which Time of Year Should You Release Your Game?
Analysis of Steam release timing indicates that while the time of year influences conversion rates, it is not a primary determinant of a game's ultimate success.
- Release timing is not a primary determinant of long-term success, as the median conversion rate for games with 10,000 to 15,000 wishlists remains stable at 0.14 regardless of the season.
- Q4 launches face a 20% to 28% lower conversion rate than the annual average due to market saturation, yet total consumer activity can be over 300% higher, effectively offsetting the increased competition.
- The period from January to April is the most favorable for conversion, with rates outperforming the annual average by 7% to 20%.
The Story of Gods Unchained: The Web3 Game Ahead of Its Time
Gods Unchained functions as a pioneering model for the next generation of blockchain-based trading card games, shifting the industry focus from speculative, reward-driven loops toward sustainable economic design and core gameplay depth.
- Gods Unchained differentiates itself from other blockchain games by prioritizing gameplay depth and skill-based competition, positioning it as a more legitimate product than many speculative, low-depth competitors.
- The game utilizes a dual-currency system consisting of $GODS, a tradable governance token used for expansion packs and minting, and FLUX, an untradable in-game currency earned through gameplay and used for crafting.
- The economy is designed to reward skill rather than mere effort, with the primary $GODS earning mechanism being the 'Weekend Ranked' event, where rewards are distributed based on a player's performance relative to the total pool of participants.
Plus: You Get a Steam Sales Estimate, You Get...
This analysis provides a comprehensive overview of current sales trends and performance metrics across major gaming platforms, including Steam, PlayStation, Xbox, Nintendo Switch, Epic Games Store (EGS), Meta Quest, and Apple Arcade.
- Steam sales estimation can be calculated using review-to-sales multipliers, which provide more accurate ownership data than profile sampling by avoiding the inflation caused by unplayed bundle keys.
- Meta Quest sales can be estimated by applying a 110x multiplier to the number of new star ratings a title receives.
- May 2022 releases showed varied performance, with My Time at Sandrock reaching 19,000 concurrent users and Sniper Elite 5 peaking at 12,500 concurrent users.
Plus: Look at V Rising Go, Fellow Vampires!
This analysis examines the commercial performance and market trends of the global video game industry for the third week of May 2022, focusing primarily on Steam, console platforms, and the Epic Games Store.
- V Rising became a breakout success in the survival-crafting genre, selling 500,000 units in its first three days and reaching a peak of 94,500 concurrent users on Steam.
- V Rising's launch performance significantly exceeded its pre-launch engagement metrics, which stood at approximately 35,600 Steam followers.
- Arma Reforger and Little Witch in the Woods recorded notable Steam debuts with peak concurrent user counts of 12,300 and 4,350, respectively.
No Time to Explain
The esports industry faces a significant barrier to mainstream growth due to a persistent failure to make competitive gaming accessible and readable for casual viewers.
- Esports broadcasts consistently fail to accommodate newcomers, as high-speed camera cuts and jargon-heavy commentary create significant barriers to entry for non-aficionados.
- Competitive gaming titles like Overwatch and Halo Infinite struggle with spectator readability, often prioritizing high-level balance over the clarity required for a broader audience.
- Capcom revised its restrictive tournament licensing agreement for Street Fighter V following community backlash, acknowledging the importance of grassroots support.
Everdale: A Time-less F2P Game
Everdale represents a strategic departure from conventional free-to-play farming simulators by prioritizing low-friction, bite-sized engagement over the long, immersive sessions typical of the genre.
- Everdale is optimized for high-frequency, short-duration 'check-in' sessions, resulting in an average session length of only 157 seconds compared to 348 seconds for the category leader, Township.
- The game design intentionally prevents players from skipping timers, which limits session extension and forces players to return at specific intervals to progress.
- Core gameplay centers on worker placement and resource management, where players must balance individual village production with collaborative 'valley' tasks involving up to 10 players.