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March 13th, 2019, 17:34 Posted By: wraggster
App Annie has published its list of the top 52 mobile publishers by total revenue for 2018, putting Tencent back at the top for the third year in a row and seeing Activision Blizzard rise to No.3, just under NetEase.
The list takes into account annual revenue for all of 2018 across both the App Store and Google Play, including revenue from paid downloads and in-app purchases but not from in-app advertising or subscriptions outside the app store.
The top ten publishers of 2018 changed very little from last year, though there was some small movement. Aside from Activision Blizzard moving up a single place to No.3, Bandai Namco jumped to No.4 from its No.7 spot last year. Playrix is the only top-ten company this year that was not in the top-ten last year.
The following are the top 10 publishers of 2018 according to App Annie. The full list of 52 is available on their website.
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March 13th, 2019, 17:44 Posted By: wraggster
Of those who use apps of any kind on their mobile devices, half of them are using gaming apps, making gaming apps the third most-popular app category.
In a survey of 12,327 mobile app users ages 18-65 across the US, UK, Germany, and France, Newzoo (in partnership with Activision Blizzard) found that one of tevery two mobile app users had opened a gaming app in the last week. That makes gaming apps tied with music apps as the third most-popular app type, sitting behind first and second place social media apps and shopping apps.
https://www.gamesindustry.biz/articl...e-app-category
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March 13th, 2019, 17:45 Posted By: wraggster
For the past 15 years, independent developer Jason Rohrer has released all of his work into the public domain. He's apparently never run into serious issues as a result of that decision before, but he's having trouble with an unofficial mobile port of his latest title, the PC game One Hour One Life.
In an open letter on his game's forums last week, Rohrer talked about One Hour One Life for Mobile, an unofficial adaptation of his game by Swedish developer Dual Decade that has become commercially successful. Launched last year, One Hour One Life for Mobile has met with some commercial success, landing in the top 10 most downloaded Japanese apps on the App Store and recently climbing as high as 12 on the Chinese App Store charts, according to App Annie.
It is the Chinese version of the game that sparked Rohrer's letter. While the previous versions of the mobile game made note that they were unofficial adaptations of Rohrer's original PC game in the app descriptions and in-game splash screens, Rohrer said that a demo released on Chinese store TapTap last week contained no such notice. (The Chinese App Store version of the game as saved by App Annie auto-translates the game's subtitle as "genuine licensed game.")
https://www.gamesindustry.biz/articl...uthorized-port
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March 14th, 2019, 17:16 Posted By: wraggster
Ahead of GDC, Microsoft has announced that Xbox Live services will be coming to iOS and Android.
That includes features such as achievements, gamerscore, friend lists, family settings and Xbox Live security measures. Developers are now able to implement these into their smartphone titles.
"If you watch what we've done, especially with Minecraft, over the past few years, we've taken Xbox Live to as many platforms as Minecraft is on as possible," says Kareem Choudhry, Microsoft CVP of Gaming Cloud. "We're uniting those communities together with a consistent, singular experience for all of those gamers.
"We're now making that available to developers with our new mobile SDK for developers, which is available for iOS and Android. With one sign-in, iOS and Android games will have a consistent experience with fan favourite Xbox Live features such as achievements, gamerscore, hero stats, friends lists, club memberships, and even family settings -- no matter what device you're playing on.
"All of those features will be made available to mobile game developers, whether they're looking for the entire experience that we offer in Minecraft, or Solitaire, but also standalone features like achievements or gamerscore. Xbox Trusted Identity Network supports log-in, privacy, online safety, and child accounts. All things around safety, security, and privacy that we hold near and dear."
However, the company has nothing to report in terms of these services coming to Nintendo Switch. Microsoft was expected to announce a similar tie-up with Nintendo's machine, as detailed in a GDC talk description.
https://www.gamesindustry.biz/articl...not-switch-yet
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March 14th, 2019, 17:19 Posted By: wraggster
Harry Potter: Hogwarts Mystery has grossed $110 million worldwide revenue in its first year, according to Sensor Tower Store Intelligence.
Launched in April 2018, it has become the most profitable title for publisher Jam City, accounting for roughly 30% of all its revenue across Google Play and the App Store.
Users in North America represented 48% of the revenue, generating approximately $52.8 million,
Germany and the UK ranked second and third, with $10 million and $9.2 million respectively.
https://www.gamesindustry.biz/articl...-in-first-year
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March 14th, 2019, 17:20 Posted By: wraggster
In its patch notes for Fortnite today, Epic Games announced it was adjusting how cross-platform play pools are set up by default in the game.
Before, the game's cross-platform capabilities put Xbox One, PS4, Nintendo Switch, iOS, and Android players all in the same matchmaking pools for games. Now, it seems Epic has opted to divvy them up to improve the game experience for those on Switch and mobile.
Now, Xbox One and PS4 players will be grouped together by default, while Switch users will be grouped with mobile. This does not apply if players are in cross-platform parties already. Fortnite will still allow cross-platform play across all platforms for those already in parties or who accept an invite to one. So, if a Nintendo Switch user is in a party with a friend on Xbox One, they can still play together.
https://www.gamesindustry.biz/articl...d-mobile-users
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March 14th, 2019, 20:32 Posted By: wraggster
As many of us who have an iDevice know, iOS 12 has been able to fix most problems that iOS 11 brought to the table while also boosting performance back to iOS 10 levels on older devices. While it stayed unjailbroken for a while, it finally got a jailbreak (unc0ver) in late February which didn’t support older devices, but now that jailbreak finally supports all A7/A8 devices!
For a while, there was a fair bit of grumbling in the jailbreak scene because, in January, older devices (A7/A8) didn’t work with Brandon Azad’s voucher_swap exploit out of the box. However, this was sorted out with tihmstar’s v3ntex (on iOS 12) a while later but then, 4K devices (Apple A7/A8) decided to still put up a fight as they didn’t work with Cydia Substrate‘s (a piece of software that lets you run tweaks on iOS) update for iOS 12. This meant that they couldn’t be jailbroken when unc0ver was updated with A9-A11 devices support on February 22.
Now, Cydia Substrate has been fixed on A7/A8 devices and unc0ver was also updated to add support for older devices! Other than that, unc0ver now includes iBSparkes‘ machswap exploit which provides a 95% success rate on A7/A8 devices (4K devices) running iOS 11.0-12.1.2. If you’re unsure what about which SoC is in your device, these are the devices that unc0ver currently supports:
- iPhone 5S to iPhone X
- iPhone 5S (A7) and iPhone 6 (A8) support was added yesterday in unc0ver 3.0.0 beta 40
- iPad Air 1st generation to iPad Pro 10.5″/12.9″ 2nd generation
- iPad Air 1st generation (A7) support was also added yesterday
- iPad Mini 2 to iPad Mini 4, and iPod Touch 6
On the other hand, if you’re already happily jailbroken on the latest major version of iOS, more good news has dropped as Ryan Petrich has released beta versions of Activator, Flipswitch and RocketBootstrap that work on iOS 12!unc0ver download link (grab the latest build, b41 as of this article): https://github.com/pwn20wndstuff/Undecimus/releases
pwn20wnd’s Twitter (future updates): https://twitter.com/Pwn20wnd
pwn20wnd’s Patreon (for donating a few bucks as thanks for his hard work): https://www.patreon.com/Pwn20wnd
http://wololo.net/2019/03/06/ios-jai...t-a12-devices/
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March 28th, 2019, 18:19 Posted By: wraggster
Today at an Apple Special Event, the company announced a new game subscription service for iOS devices: Apple Arcade.
App Store senior product manager Ann Thai began the announcement with a quick celebration of gaming on iOS devices: gaming is the most popular category on the App Store, and one billion people have downloaded games from the App Store so far across 300,000 games. However, while free-to-play games are thriving, premium titles often struggle to compete despite being critically praised.
Apple Arcade is intended as a game subscription service focused on games that would otherwise be premium releases, and will work alongside the regular App Store for games in its own dedicated tab. At launch, it will include over 100 brand new titles that will be mobile-exclusive to the service (though some, like Overland, will release on consoles). Launch titles will include games from studios such as Annapurna Interactive, Bossa Studios, Cartoon Network, Finji, Giant Squid, Klei Entertainment, Konami, LEGO, Mistwalker Corporation, SEGA, Snowman, ustwo games, and others.
https://www.gamesindustry.biz/articl...e-apple-arcade
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March 29th, 2019, 18:37 Posted By: wraggster
It's almost ten years since Apple announced the fateful decision to allow free apps on the iOS App Store to offer in-app purchases.
A decade is a pretty long time in this industry, but it feels bizarrely short when you actually look at it -- this single decision led to free-to-play becoming the dominant paradigm for mobile games and launched a market worth billions of dollars annually. It's hard to imagine mobile games any other way now, and hard to accept that there was a fork in the road just ten years ago that could have taken us in a very different direction.
Or, perhaps it couldn't. There's also a strong argument that Apple was merely bowing to inevitability when it removed the restriction that had allowed only paid-for apps to offer additional purchases. Games on the App Store were already starting to crowd around the $0.99 price point (the lowest you could price something and still offer in-app transactions afterwards), while a frustrating system of offering "Lite" games (essentially demos) that encouraged players to download the $0.99 full title (replete with IAP) had become the default.
There's a strong argument that economic reality drives up-front prices towards zero when distribution costs are effectively removed, and Apple's October 2009 decision was a necessary removal of an artificial barrier which -- though well-intentioned -- was frustrating both developers and consumers alike as they strained to find ways around it."Look at the history of how Apple has actively promoted games on its platforms; at every turn it's been trying to find alternatives to F2P"
Whether you believe that Apple made a proactive choice to open the F2P floodgates or merely acknowledged a reality beyond its control, the company radically changed the industry landscape with that move -- a fairly big step for a firm whose actual understanding of video games has, for much of its existence, wavered between "baffled but faintly curious" at best, and "outright eye-rolling dismissal" at worst.
In the following years, Apple has ended up being a major games industry firm almost by accident, and to its credit it has tried hard to catch up -- quietly hiring good people, talking to many of the right people and implementing policies and technologies to make life easier for developers on iOS (and even, once in a blue moon, on MacOS). Yet there's an interesting thread that runs through all of what Apple has done in that time; for all that it's the decision to blow the starting whistle on the F2P arms race that catapulted the company to a prime position in games, and that it's enjoyed huge revenues from its 30% cut as a result, it's never actually seemed entirely comfortable with F2P itself.
https://www.gamesindustry.biz/articl...milies-opinion
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