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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.
Freelancing Tech Art Part-Time: A Few Dos and Don'ts
Technical art represents a high-demand niche within the gaming industry, offering significant opportunities for full-time professionals to supplement their income through strategic freelance consulting.
- Treat freelance technical art as a formal business entity with separate financial accounts and professional accounting services to manage tax obligations.
- Implement a 15% time buffer on all project estimates to account for unforeseen technical complexities and ensure accurate delivery schedules.
- Protect proprietary client data and maintain professional standards by utilizing robust version control systems like Perforce for all project assets.
Game Developers Touch Grass For The First Time
This project explores the creative potential of game design outside of traditional digital environments by challenging two professional game developers to create functional games using only natural materials found in a forest.
- Physical constraints and natural materials can serve as a catalyst for innovation, forcing developers to abandon habitual digital design patterns.
- The project successfully developed four distinct prototypes using only forest materials, ranging from simple skill-based tests to complex strategy games.
- Integrating 'satellite mechanics'—such as teleportation and destruction tiles—into a physical bridge-building game created a depth of strategy that the developers found difficult to conceive within standard digital workflows.
FY2022 Fourth Quarter Financial Results Briefing
GREE, Inc. reported FY 2022 full-year net sales of ¥74.9 billion, operating income of ¥11.5 billion and EBITDA of ¥12.1 billion, marking year-on-year growth driven by new hit titles in the Game Business such as Heaven Burns Red and That Time I Got Reincarnated as a Slime.
- GREE, Inc. reported FY 2022 full-year net sales of ¥74.9 billion and operating income of ¥11.5 billion, driven by the success of new game titles like Heaven Burns Red and That Time I Got Reincarnated as a Slime.
- Net income for FY 2022 fell to ¥10.1 billion, primarily due to lower gains from investment-security sales compared to the previous fiscal year.
- The company achieved a total cost reduction of ¥0.2 billion in the fourth quarter, supported by a ¥0.24 billion decrease in variable costs and flat fixed costs.
Making 90s Games Full Time — Full Time Game Dev Podcast Ep. 004
The development of retro-inspired, point-and-click adventure games represents a viable path for solo developers to secure professional publishing deals and transition into full-time careers.
- Solo developers can secure professional publishing deals by creating retro-inspired, point-and-click adventure games that leverage pre-rendered 3D graphics.
- Using tools like Blender and Visionaire Studio allows developers to achieve a high-fidelity aesthetic that serves as a distinct marketing hook while avoiding the technical overhead of real-time engines.
- Rigorous project management, including modular design and detailed documentation, is required to prevent scope creep and manage the complexity of large-scale environments.
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%.
Being A Solo Dev Is Horrifying — Full Time Game Dev Podcast Ep. 003
Transitioning to full-time independent game development requires a fundamental shift from a passion-driven creative mindset to a disciplined, entrepreneurial approach.
- Transitioning to full-time independent development requires shifting from a creative-only mindset to an entrepreneurial approach that treats game projects as professional business ventures.
- Developers should validate niche concepts through rigorous market research, SEO analysis, and audience surveys before committing significant resources to production.
- Securing visibility in a saturated market is best achieved by integrating the community into the development process, such as involving streamers in voice acting or content creation.
The Married, Full Time Indie Dev Team — Full Time Game Dev Podcast Ep. 002
Operating as a full-time, married indie development team, Black Tabby Games demonstrates a sustainable model for independent production through the creation of the episodic narrative horror title Scarlet Hollow.
- Black Tabby Games sustains long-term project viability by treating marketing as a holistic, ongoing practice that prioritizes deep community integration over traditional press coverage.
- The team drives recurring revenue and wishlist growth by utilizing Early Access and episodic releases, supplemented by consistent Patreon support and A/B testing of store assets.
- The studio maintains complex narrative depth in 'Scarlet Hollow' by using a tracking system that monitors ten character variables across five axes to influence evolving relationship dynamics.
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.