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Call of Duty

GameBy Infinity Ward · Released Oct 29, 2003

Documents about Call of Duty

Article

Top Mobile Games Worldwide: October 2019

The mobile gaming landscape in October 2019 was defined by the massive debut of Call of Duty: Mobile, which secured the top position in global downloads with approximately 146 million installs.

  • Call of Duty: Mobile was the most downloaded game worldwide in October 2019, securing approximately 146 million installs with 16% of its traffic originating from the United States.
  • Mario Kart Tour ranked as the second most installed game globally with 40.3 million downloads, led by the U.S. market at 19% of total volume.
  • The top five most downloaded mobile games for October 2019 were Call of Duty: Mobile, Mario Kart Tour, Sand Balls, PUBG Mobile, and Fun Race 3D.
Sensor TowerNov 2019
Cover of Activision Blizzard Revenue Down 15% in Q3
Article

Activision Blizzard Revenue Down 15% in Q3

Activision Blizzard’s financial performance for the third quarter of 2019 reflects a period of contraction, characterized by year-over-year declines in both revenue and active user engagement.

  • Activision Blizzard reported a 15% year-over-year decline in Q3 2019 net revenue to $1.28 billion, with net bookings falling 27% to $1.21 billion.
  • Total monthly active users (MAUs) across the company dropped 8% year-over-year to 316 million, with declines occurring across all three divisions: Activision (down 22%), Blizzard (down 11%), and King (down 6%).
  • Revenue by division saw significant year-over-year drops for Activision (down 47% to $209 million) and Blizzard (down 38% to $394 million), while King remained relatively stable with a 1% decline to $500 million.
Game World ObserverNov 2019
Cover of Call of Duty 2 vs 2 Mode | Games ReCAP Episode 024
53 min
Game Dev Unchained53 min

Call of Duty 2 vs 2 Mode | Games ReCAP Episode 024

The introduction of a 2v2 mode in Call of Duty: Modern Warfare represents a strategic pivot toward high-intensity, skill-based combat designed to counter the growing fatigue associated with the battle royale genre.

  • The Call of Duty franchise should transition from an annual release model to a persistent, unified games-as-a-service platform to prevent user base fragmentation and mitigate development burnout.
  • The introduction of a 2v2 mode in Modern Warfare serves as a strategic pivot toward high-intensity, skill-based combat to counter player fatigue with slower, loot-heavy battle royale mechanics.
  • Future shooter development must shift away from simple survival and scavenging toward objective-based, tactical gameplay that integrates real-time strategy elements and complex team dynamics.
Game Dev UnchainedJul 2019
Cover of Glenn Scholfield's New Game Studio | Games ReCAP Episode 013
58 min
Game Dev Unchained58 min

Glenn Scholfield's New Game Studio | Games ReCAP Episode 013

The establishment of Striking Distance, a new studio led by industry veteran Glen Schofield under the PUBG Corporation banner, marks a significant shift in the San Francisco game development landscape.

  • Glen Schofield has established a new studio, Striking Distance, under the PUBG Corporation banner to develop horror-influenced experiences within the PUBG universe.
  • The studio aims to expand the PUBG franchise by introducing a robust narrative identity and a dedicated single-player component.
  • Striking Distance is utilizing Unreal Engine instead of proprietary technology to streamline development and support a sustainable games-as-a-service model.
Game Dev UnchainedJun 2019
Cover of Call of Duty Kills Game Dev Work/Life Balance | Games ReCAP Episode 011
55 min
Game Dev Unchained55 min

Call of Duty Kills Game Dev Work/Life Balance | Games ReCAP Episode 011

The annual release cycle of the Call of Duty franchise creates a systemic culture of burnout, characterized by prolonged periods of mandatory overtime and poor project management.

  • The annual release cycle of the Call of Duty franchise forces development teams at studios like Treyarch into 18-month stretches of seven-day work weeks.
  • Systemic reliance on mandatory overtime and poor project management has led to significant failures, such as the late-stage cancellation of the Black Ops 4 single-player campaign.
  • High employee turnover caused by burnout results in a critical loss of institutional knowledge within major development studios.
Game Dev UnchainedJun 2019
Cover of Jedi Fallen Order Not So Bad | Games ReCAP Episode 006
59 min
Game Dev Unchained59 min

Jedi Fallen Order Not So Bad | Games ReCAP Episode 006

Star Wars Jedi: Fallen Order suffers from a fundamental disconnect between its source material and its execution.

  • The gaming industry is shifting away from traditional annual sequel models, such as those seen in Call of Duty, toward persistent games-as-a-service models that prioritize long-term evolution and player mastery.
  • Star Wars Jedi: Fallen Order is criticized for a disconnect between its source material and gameplay, specifically failing to capture the tension of lightsaber combat through its reliance on arcade-style mechanics.
  • High-quality single-player titles like Elden Ring and God of War remain industry pillars, demonstrating that strong brand reputation is a primary driver of commercial success.
Game Dev UnchainedJun 2019
Cover of How to win in eSports! | Evil Geniuses eSports Head Coach Aaron "Gotcha" Chung
17 min
GameMakers17 min

How to win in eSports! | Evil Geniuses eSports Head Coach Aaron "Gotcha" Chung

Evil Geniuses, a premier professional esports organization founded in 1999, maintains a long-standing reputation for competitive excellence across titles such as Dota 2, Call of Duty, Rainbow Six Siege, and Rocket League.

  • Evil Geniuses maintains competitive excellence through a rigorous regimen of 35 to 40 hours of weekly team practice, scrimmages, and systematic gameplay analysis.
  • Professional esports success is increasingly tied to holistic player development, emphasizing rest, nutrition, and physical well-being to sustain cognitive performance.
  • The esports industry is experiencing significant financial growth, with major tournament prize pools for titles like Dota 2 reaching as high as $20 million.
GameMakersJun 2019
Article

E3 2019 Market Analysis

This analysis provides a strategic preview of the 2019 Electronic Arts Expo (E3), contextualized within the broader business landscape of the global games industry.

  • The Call of Duty esports league has reached significant scale, generating an estimated $500 million in franchise sales.
  • Microsoft is positioning its cloud ecosystem by implementing $50 to $100 price cuts on Xbox hardware to accelerate user adoption.
  • The global games industry is undergoing a structural transition toward cloud-based services and the expansion of gaming into non-traditional platforms like smart vehicles and Apple TV.
SuperDataJun 2019
Cover of The Business of a Video Game Concept Art Studio: Section Studios Tour
31 min
GameMakers31 min

The Business of a Video Game Concept Art Studio: Section Studios Tour

Section Studios, a Los Angeles-based art services firm, specializes in visual development, concept art, and pre-visualization for the video game and entertainment industries.

  • Section Studios operates as a full-service production house providing visual development, concept art, and pre-visualization for major franchises including Riot Games' League of Legends, Activision's Call of Duty, and the God of War series.
  • The studio is scaling its production capacity by shifting from a centralized Los Angeles model to a hybrid structure that utilizes satellite operations in the Philippines and Korea to improve cost-effectiveness.
  • The firm manages a fluctuating headcount of 30 to 70 employees, allowing it to scale resources dynamically to meet the specific demands of large-scale game development and marketing projects.
GameMakersMar 2019
Cover of Gamer Motivation Model: Updated Reference Sheets
Report8 pages

Gamer Motivation Model: Updated Reference Sheets

The Gamer Motivation Model provides a comprehensive framework for understanding player behavior by categorizing gaming preferences into three primary clusters: Action-Social, Mastery-Achievement, and Immersion-Creativity.

  • The Gamer Motivation Model categorizes player behavior into three primary clusters: Action-Social (Bright), Mastery-Achievement (Tall), and Immersion-Creativity (Wide).
  • Player preferences are defined by six core sub-categories—Action, Social, Mastery, Achievement, Immersion, and Creativity—which function as sliding scales rather than binary choices.
  • The model uses specific spectrums, such as Destruction versus Excitement and Completion versus Power, to diagnose how individual game mechanics align with player psychological drivers.
Quantic FoundryMar 2019
Cover of Global Esports Market Report 2019
Report17 pages

Global Esports Market Report 2019

The global esports industry reached a significant financial milestone in 2019, surpassing $1 billion in total revenue for the first time.

  • The global esports industry surpassed $1 billion in total revenue in 2019, marking a 26.7% year-on-year growth rate.
  • Sponsorships, advertising, and media rights represent 82% of total market earnings, reflecting a shift toward professional sports monetization models.
  • The global esports audience reached 453.8 million people in 2019, demonstrating a broad and highly loyal consumer base.
NewzooJan 2019
Cover of Tencent Games Strategy 2019
Report14 pages

Tencent Games Strategy 2019

Tencent’s strategic pivot in 2019 marks a recovery from the previous year’s regulatory freeze on game licenses, which had triggered the company’s first-ever profit decline.

  • Tencent successfully recovered from a 2018 regulatory freeze by migrating 150 million monthly active users from PUBG Mobile to the compliant, self-developed title Peacekeeper Elite, resulting in $5.2 billion in quarterly gaming revenue.
  • The company is mitigating domestic regulatory risks through aggressive international expansion, including the acquisition of Western studios like Sharkmob and licensing major IP such as Call of Duty and Street Fighter.
  • Tencent is diversifying beyond mobile free-to-play models by growing its WeGame platform to 70 million monthly active users and securing an exclusive partnership to distribute the Nintendo Switch in China.
Niko PartnersJan 2019