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Digimon Adventure

Game

5 documents in the library are about Digimon Adventure, from writers such as Mobilegamer.biz, Bandai Namco and DiGRA. Each has a summary and key insights with the page they come from.

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Documents about Digimon Adventure

Cover of King Dodges Xbox Cuts, Destiny Rising, and Mobile Market News: June 2026
Article

King Dodges Xbox Cuts, Destiny Rising, and Mobile Market News: June 2026

The mobile games industry experienced a period of significant structural and operational shifts in June 2026, characterized by platform policy changes, studio restructuring, and ongoing debates regarding developer support.

  • King, the Candy Crush maker, has reportedly avoided the recent Xbox layoffs, though there are concerns about future cuts.
  • Google Play will allow third-party app stores starting next week, a development influenced by legal disputes between Epic and Google.
  • Ustwo Games criticizes platforms (Apple and Google) for failing to adequately support game discoverability, despite the 30% platform fee.
Mobilegamer.bizJul 2026
Cover of Make It Cuddle, Make It Fight, Market It Pink: Virtual Pets and Affective Economies of Gendered Play
Whitepaper4 pages

Make It Cuddle, Make It Fight, Market It Pink: Virtual Pets and Affective Economies of Gendered Play

This paper examines how 1990s virtual pets, through their design and marketing, encoded assumptions about gendered emotional labour and reinforced cultural hierarchies over which forms of engagement counted as legitimate play.

  • The paper argues that 1990s virtual pets were cultural texts that encoded assumptions about gendered emotional labour, organising care, attachment, mastery, and competition within a divided affective economy rather than being trivial novelties.
  • It proposes a typology separating standalone 'distinct' virtual pets (Tamagotchi, GigaPets, Neopets, a Little Mermaid companion) from 'embedded' creatures within larger game ecosystems (Pokémon, Digimon, Sonic Adventure's Chao, Final Fantasy's Chocobos).
  • Care-based distinct pets were typically pastel-coded, domestic, and marketed toward girls, while embedded pets used bold colours and adventure or competition rhetoric, with Digimon explicitly positioned as a 'boy-oriented' Tamagotchi.
DiGRAJun 2026
Article

Mobilegamer.biz Weekly Newsletter: April 2026

The May 2026 edition of the mobilegamer.biz newsletter provides a comprehensive overview of significant corporate developments, market performance, and industry trends within the global mobile gaming sector.

  • Supercell is set to fully acquire Metacore, the maker of Merge Mansion, as part of a restructuring that puts 160 jobs at risk and will integrate Merge Mansion into Supercell’s live portfolio after Metacore failed to launch new sustainable games.
  • Second Dinner, the studio behind Marvel Snap, has implemented layoffs affecting 16 staff, though work on their second game is continuing.
  • Unity reported a 17% year-on-year revenue increase, with CEO Bromberg noting that 90% of game developers are already using AI in their workflows.
Mobilegamer.bizMay 2026
Cover of Bandai Namco Group: Third Quarter Results Presentation FY2026
Financial report17 pages

Bandai Namco Group: Third Quarter Results Presentation FY2026

Bandai Namco Group reported record-high net sales of ¥1,002.2 billion for the first nine months of FY2026, up 4.9% from ¥955.6 billion in the same period of FY2025, driven primarily by robust performance in the Toys and Hobby segment.

  • Bandai Namco Group achieved record-high net sales of ¥1,002.2 billion for the first nine months of FY2026, representing a 4.9% increase year-over-year.
  • Full-year forecasts were revised upward, with net sales now projected at ¥1,300.0 billion and operating profit at ¥181.0 billion, reflecting growth of 4.0% and 9.7% respectively over previous estimates.
  • Despite record sales, operating profit for the first nine months fell 12.2% to ¥157.3 billion, primarily due to a less favorable home-console game lineup compared to the prior year.
Bandai NamcoFeb 2026
Article

Top 10 Worldwide Mobile Games by Revenue and Downloads: November 2025

The mobile gaming industry experienced a slight contraction in November 2025, with global consumer spending reaching $6.68 billion, a 2.8% decrease month-over-month.

  • Global mobile game consumer spending reached $6.68 billion in November 2025, a 2.8% decrease month-over-month, with the United States accounting for 32.3% of total revenue.
  • Last War: Survival Game by FUNFLY maintained its position as the world’s top-grossing mobile title, driven by alliance-based social mechanics and consistent live-ops updates.
  • Global mobile game downloads totaled 3.62 billion in November 2025, a 4.1% decline from the previous month, with India leading the market at 16.4% of total downloads.
Sensor TowerDec 2025