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January 1st, 2020, 11:32 Posted By: wraggster
Last month, we reflected on the increasing influence of console and PC IP on mobile, headlined in October by the launches of Mario Kart Tour and Call of Duty: Mobile. In November, there was no place in the worldwide top ten grossers for those big releases.
Sensor Tower Store Intelligence data shows Activision's Call of Duty: Mobile falling to 24 from 12 month-on-month, though it still brought in an impressive $31.8 million in gross revenue. Nintendo's Mario Kart Tour dropped to 57 from 27, generating $16.4 million. There was still room in the top 30, however, for eight franchises that started life on PC and console -- down just two from October.
New to the overall top ten in November was Sony's hit mobile RPG Fate/Grand Order, which generated $54.3 million, a 10% month-on-month increase. NetEase's Fantasy Westward Journey picked up $53.3 million, despite a fall of 11% from October.
https://www.gamesindustry.biz/articl...eaders-in-2020
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January 1st, 2020, 11:38 Posted By: wraggster
Apple has introduced an annual tier for its mobile game subscription service, Apple Arcade.
The new payment option was added without fanfare, but it was spotted by the German website iFun.de. A screenshot shows the option to purchase an annual subscription to Apple Arcade for €49.99.
At present, a monthly subscription in Europe costs €4.99, so the annual tier effectively grants two free months of Apple Arcade.
https://www.gamesindustry.biz/articl...l-payment-tier
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January 14th, 2020, 17:42 Posted By: wraggster
Pokemon Go just had its best year ever in 2019 -- even better than its 2016 launch.
Last year, Niantic's location-based Pokemon title brought in $894 million, according to Sensor Tower. That's up from its previous high year in 2016, when it brought in $832 million. Pokemon Go brought in $589 million and $816 million in 2017 and 2018, respectively.
That made it the fifth-highest-earning mobile game worldwide this year, behind Candy Crush and above Monster Strike. The top-grossing game in 2019 was Honor of Kings, which neared $1.5 billion in revenue.
In particular, August and September helped bolster Pokemon Go's revenue -- its best months since the summer of 2016. $116 million was generated in August, and $126 million in September following a major update to the game that added Team Rocket. The only months Pokemon Go has seen that were bigger than those were in 2016: $256 million in July 2016, $195 million in August, and $141 million in September.
The US was responsible for most of Pokemon Go's revenue this year, contributing $335 million. Japan was in second, with $286 million, followed by Germany at $54 million. 54% of spending was on Google Play, and the rest was on iOS.
https://www.gamesindustry.biz/articl...best-year-ever
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January 15th, 2020, 20:33 Posted By: wraggster
The mobile gaming population in the US and Canada seems to be nearing saturation, but that hasn't stopped revenues from climbing. That's according to the industry-tracking NPD Group, which today released information from its Deconstructing Mobile & Tablet Gaming 2020 report.
According to the report -- conducted in collaboration with Sensor Tower and based on a survey of 5,000 active mobile gamers in the US and Canada -- the number of mobile gamers in the two countries grew 2% year-over-year in 2019 to 214.1 million. While still growing, the pace of growth has slowed; in 2018, the number was up 5 percent from the previous year.
Despite that, the collective mobile gamer community in the two countries has upped its spending considerably. Mobile game revenues in the two countries were up 24 percent year-over-year, totaling more than $11.82 billion. More than half of that was attributed to three genres -- puzzle, skill/chance, and strategy -- but gains were found across all genres.
"Mobile gaming continues to be a dynamic and expanding market, offering appealing content to all types of game players," NPD Group analyst Mat Piscatella said. "New hit games in 2019, such as Call of Duty: Mobile, and Mario Kart Tour, along with the launch of the Apple Arcade and Google Play Pass subscription services, are just some examples of the breadth and depth of mobile gaming's rapid evolution and why it remains gaming's largest, and most diverse, platform."
https://www.gamesindustry.biz/articl...ntinues-rising
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January 15th, 2020, 20:35 Posted By: wraggster
Mobile gaming continued to grow in 2019, with App Annie predicting the industry is on track to surpass $100 billion in revenue across all mobile app stores in 2020.
According to its State of Mobile 2020 report, mobile game spending neared $90 billion in 2019, and made up 56% of all gaming spending last year. Mobile game spend was 2.4 times that of spending on PC and Mac, and 2.9 times that on console.
In total, App Annie found 1121 mobile games that brought in over $5 million, and 140 games that brought in over $100 million.
https://www.gamesindustry.biz/articl...-spend-in-2020
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January 23rd, 2020, 17:41 Posted By: wraggster
Electronic Arts is shutting down its Tetris games for mobile devices, including both Tetris and Tetris Blitz.
An announcement on the iOS store page (reaffirmed to GamesIndustry.biz by EA) for Tetris Blitz confirms the games will soon be removed, and in fact already appear to have been taken down from Google Play.
https://www.gamesindustry.biz/articl...s-tetris-blitz
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January 26th, 2020, 21:40 Posted By: wraggster
Unlike the iPhone and iPad, the Apple TV is seen as a side offering in Apple’s lineup and while it’s gained popularity in some circles, adoption is still nowhere as high as Apple’s iOS devices.
As a result, interest in jailbreaking Apple TV devices is pretty limited but the Apple TV 2nd generation, 4th generation and 4K are permanently jailbroken thanks to the BootROM exploits that affect them and because more developers showed interest in them. However, the Apple TV 3rd generation didn’t see any love and was left without a jailbreak partially because finding an entry point on the Apple TV firmware is more difficult than on iOS and because of the aforementioned lack of interest.
Now, that has finally changed as tihmstar, who’s behind jailbreaking iOS 8.4.1 and 9.3.5/6 with Siguza et al among other contributions, has released EtasonATV which is capable of jailbreaking Apple TV Firmware 7.4 (12H876; based on iOS 8.4.3) on the AppleTV3,2 with support for AppleTV3,1 units coming when someone steps in to help him with some minor things. Installing this jailbreak is a little different than traditional jailbreaks as it requires you to set a custom DNS address, add a profile and then open the Trailers app in order to jailbreak your device. After that, you can install a DEB file via SSH which gives you an untethered jailbreak (you needn’t apply it every reboot) for your device! For those asking why you should jailbreak an Apple TV, the main reason right now is the ability to install Kodi/XBMC (installation instructions).
You may learn more about EtasonATV by following this link which also contains installation instructions.
http://wololo.net/2020/01/26/ios-jai...for-jailbreak/
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January 26th, 2020, 21:41 Posted By: wraggster
Moving over to newer versions of iOS, some exciting news has just dropped for those with A12/A13 devices running iOS 13 since the checkra1n jailbreak doesn’t support these devices. Due to this, these devices rely on app-based jailbreaks, like unc0ver and Electra, which make use of kernel exploits and have been the norm ever since 2016 (iOS 9.2/9.3).
If the kernel bug that Ian Beer just shared gets turned into a tfp0 exploit, unc0ver will probably get iOS 13 support!
Unlike the checkm8 exploit which powers the checkra1n jailbreak, app-based jailbreaks use exploits that are patchable with iOS updates and this means that people on the iPhone XS/11 and newer iPads are still waiting patiently for a chance to jailbreak their device on the latest version of iOS.
Now, Ian Beer of Project Zero, who’s released numerous kernel bugs & exploits which led to fully fledged jailbreaks in the past, has just shared details on a kernel bug, fixed in iOS 13.3, which according to Apple’s security content releases allows for execution of arbitrary code with kernel privileges thus providing the base part of a jailbreak. This means that there’s potential for an application-based jailbreak supporting iOS 13.0-13.2.2 on all devices including the iPhone 11 (Pro) but it must be noted that a tfp0 exploit hasn’t been provided and the code shared is effectively for PoC purposes. With this in mind, Pwn20wnd who’s behind the unc0ver jailbreak, has advised to “not get excited for now” on Reddit so you should adjust your hopes accordingly until an exploit gets developed.
As usual, the advice of staying on the lowest version of iOS holds unless you have an A11 or older device as these are permanently jailbroken with checkra1n since it uses a hardware-based BootROM exploit. If you’re on iOS 13.0-13.2.2, do not update to iOS 13.3. If you’re on iOS 12.x and already jailbroken, it’s advised to stay there for now. Remember to save blobs.
http://wololo.net/2020/01/26/ios-jai...for-jailbreak/
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January 29th, 2020, 21:37 Posted By: wraggster
Nintendo's mobile portfolio of six titles has reached a new milestone, generating $1 billion in total lifetime revenue according to Sensor Tower.
Of that total, 61% ($656 million) of the revenue stemmed from Fire Emblem Heroes, which far outstripped its fellow Nintendo mobile brethren in revenue. The second-place title, Animal Crossing Pocket Camp, has done a fraction of that total at $131 million, as has Dragalia Lost at $123 million.
A bit further down, Mario Kart Tour has brought in $86 million in lifetime revenue, only 8% of Nintendo's total despite seeing the best launch day of a Nintendo mobile title so far in terms of downloads. Super Mario Run is responsible for $76 million, or 7% of the total.
https://www.gamesindustry.biz/articl...fetime-revenue
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January 31st, 2020, 21:30 Posted By: wraggster
Across Europe, mobile users spent a total of $7.4 billion on games in 2019, accounting for 66% of all mobile app revenue in Europe.
Sensor Tower reports that while globally, the App Store generated more revenue than Google Play, the opposite occurred in Europe. There, the App Store brought in $3.3 billion in 2019 (up 13.6% year-over-year) while Google Play generated $4.2 billion (up 15.4%). Google Play represented 57% of all mobile game spending throughout the region.
https://www.gamesindustry.biz/articl...pp-store-users
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