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June 3rd, 2019, 20:55 Posted By: wraggster
Google has updated its policies for mobile games on the Google Play store to prevent kids from accessing inappropriate content.
The move follows recent reports that the company's decision to allow developers to rate their own titles was being abused. Apps carrying all-ages ratings were found to feature violence, gambling and other content that warrants more restrictive ratings on other stores.
In a post on its developer blog, Google said it is evolving its policies to "ensure that apps for children have appropriate content, show suitable ads and handle personally identifiable information correctly." It has also taken steps to "reduce the chance that apps not intended for children could unintentionally attract them."
All developers are now required to complete the new target audience and content section of the Google Play Console, a series of questions that will dictate whether the app is rated for children, children and older users, or older users only.
If apps are targeted at children, they must "follow our strictest Families policies" and ads served in these games must be both appropriate and served by an ads network that has already certified compliance with the Families policy.
https://www.gamesindustry.biz/articl...ounger-players
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June 3rd, 2019, 20:56 Posted By: wraggster
A Pokémon press conference was hosted last night and announced a number of interesting expansions for the series, including a cloud storage service.
Pokémon Home builds on the concept of Pokémon Bank, which allows players to store and transfer their various captures between different games. Launching next year, Home will allow players to manage their monsters across multiple games, including Switch titles Pokémon Let's Go: Pikachu/Eevee and the upcoming Sword and Shield.
It will also connect to Pokémon Bank, granting them access to monsters from previous games. As a cloud service, it can be accessed via Nintendo Switch as well as a smartphone app for iOS and Android. Using the app will even allow fans to trade monsters with other players without the need for a game.
Also coming to mobile next year is Pokémon Sleep, a new app that interacts with how players sleep. Full details will be unveiled later, but the company says the hours spent sleeping and the time users wake up will affect the gameplay.
Pokémon Sleep will connect with the newly-announced Pokémon Go Plus +, a device that uses a built-in accelerometer to track both players movements during the day and their sleep patterns at night. Data from the former will be used in Pokémon Go, as it was with the original Plus device, while the latter will interact with Pokémon Sleep.
https://www.gamesindustry.biz/articl...vice-to-series
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June 11th, 2019, 21:59 Posted By: wraggster
Yesterday’s iOS/iPad OS 13 announcement was jam-packed full of features although the ones that stood out the most were probably the much-hyped dark mode, the significantly improved volume indicator and swipe keyboard.
However, there’s more than just these 3 features and a significant one for gamers is support for the PlayStation 4’s DualShock and XBOX One S controllers. This means if you have an iOS device, you can finally use existing controllers rather than have to shell out for significantly more expensive MFi controller, some of which even lack certain buttons
If you want to try out iOS 13, you’ll either have to wait till September to get the final release or you can jump on the beta bandwagon although getting developer betas this time is a bit trickier since there are no beta profiles available and installation must be done through an IPSW file via iTunes (as ironic as it may sound). Otherwise, you may check out the full feature list here.
http://wololo.net/2019/06/04/mobile-...e-retro-games/
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June 13th, 2019, 20:24 Posted By: wraggster
PUBG Mobile now has 50 million daily active users outside of China.
According to the latest official figures, PUBG Mobile has passed 400 million downloads, and has 50 million daily active users -- excluding China, where publisher Tencent recently replaced it with a government approved clone, Game for Peace.
These figures have doubled in just over seven months, when PUBG mobile had 200 million downloads and 30 million daily active users.
The game's popularity is also matched by its revenue. In an article in The Financial Times this week, the analytics firm Sensor Tower estimated that PUBG Mobile and Game for Peace earned a combined $146 million in May alone -- making it the top-grossing mobile game in the world.
https://www.gamesindustry.biz/articl...tside-of-china
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June 13th, 2019, 20:25 Posted By: wraggster
Games remains the single most lucrative mobile app category, according to new data from App Annie, comprising 74% of consumer spending in 2018 -- but it has fallen significantly behind video in terms of how long users spend in apps.
App Annie's annual report showed that 95% of spending on games was through in-app purchases, with just 5% on paid downloads.
The dominance of games in mobile spending is well established -- as is the dominance of in-app purchases as the primary revenue stream for developers -- but other data points in App Annie's report are more surprising.
Despite the huge amount of money spent in games, it is one of the weaker categories in terms of time spent in apps, with just 10%. The number of hours spent in games has increased 30% since 2016, but this rate of growth is behind other key app categories.
The most notable of those is video players, which enjoyed a 125% increase in time spent across the same time period. In 2016, App Annie's data showed games and video as roughly equivalent, but mobile users are now spending far more time watching video than playing games -- 15% of time spent, versus 10% for games.
https://www.gamesindustry.biz/articl...for-users-time
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June 13th, 2019, 21:32 Posted By: wraggster
SSF PreviewVer R2 is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
http://www.geocities.jp/mj3kj8o5/ssf/
http://www.emucr.com/2019/06/ssf-previewver-r2.html
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June 25th, 2019, 21:37 Posted By: wraggster
InnoGames' browser-based and mobile strategy title, Forge of Empires, has earned €500 million ($568 million) in lifetime revenue since its launch in 2012.
Of that total, over half of it was raised in the last two years. The game reached €250 million in lifetime revenue back in 2017, following successful releases on iOS and Android.
German developer InnoGames has over 400 employees, and saw record sales in 2018 with its mobile revenue up by 37%, according to PocketGamer.biz. Last year, it closed its secondary Dusseldorf location, merging the majority of its team to its Hamberg HQ.
The company is currently looking to fill a number of open positions in Hamburg, both on Forge of Empires and other existing titles, but also for work on a new, unannounced mobile MMO.
https://www.gamesindustry.biz/articl...fetime-revenue
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June 25th, 2019, 21:41 Posted By: wraggster
Niantic's eagerly anticipated Harry Potter: Wizards Unite is off to a reasonably good start, but still sits in the shadow of Pokémon Go.
That's according to Sensor Tower data, which reports the game racked up around 400,000 installs in its first 24 hours after launching in the US and UK on Friday.
Player spending across the App Store and Google Play reached at least $300,000 during the same period.
However, Sensor Tower notes that at the same point after its launch, Pokémon Go has been installed around 7.5 million times in the US (it didn't launch in the UK until the following week). It had also generated around $2 million in player spending.
https://www.gamesindustry.biz/articl...000-on-day-one
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