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September 7th, 2018, 21:53 Posted By: wraggster
Epic Games' experiment with foregoing the Google Play store in favor of its own launcher and APK for Fortnite on Android is, according to the company, a success thus far. In a technical blog today, Epic revealed that the conversion rate for players being sent a beta invite to installing the game is "similar to that of the iOS beta."
That in of itself doesn't give hard numbers, though Epic did say that 23 million users signed up for the beta and 15 million installed it.
In a detailed official blog post, Epic goes into some of the nuts and bolts of bringing Fortnite to Android, including a close partnership with Samsung and Google engineers to optimize the system both for phones running the newest OS and slightly older ones. Particular issues were elements such as memory (due to Fortnite effectively being a full-blown console game), the lack of Vulkan support as a standard across all Android, differences between different phone manufacturers, and the struggle to get the game running smoothly on older phones:
"We'll still be exploring older and slower phones but it's impractical to go too far back. Every year, top-end phones are getting 50% faster than the year before. Fortnite runs acceptably on two-year old phones, well on one-year old phones, and great on phones released this year. At this pace, just imagine what Fortnite will look like on phones released next year!"
There is also the issue of numerous "Fortnite for Android" sites across the Internet promising to provide a game download but in reality installing malware or other undesirable programs to phones. Since Fortnite isn't in the Google Play store, users have to download the game through an APK file from an outside website, and if users are not careful, they may run into an unauthorized site and download something other than the game.
https://www.gamesindustry.biz/articl...similar-to-ios
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September 11th, 2018, 20:42 Posted By: wraggster
Games will account for 76% of the expected $92.1 billion mobile app revenue in 2018, according to the latest report from market intelligence firm Newzoo.
In total, global mobile gaming revenue will reach nearly $70 billion by the end of this year, generated from three billion smartphone users.
As data plans and hardware become cheaper, Newzoo estimates that the number of smartphone users will reach 3.8 billion by 2021, with total app revenue exceeding $139 billion.
Having grown from $42.5 billion in 2016, games revenue is expected to reach $106.4 billion in 2021, a compound annual growth rate of 20.1%.
China will continue to lead the market with 783 million smartphones, accounting for 26.1% of global users.
Games revenue in the region will reach $37.9 billion by the end of this year, with the 573 million mobile gamers generating more than $23 billion -- more than 60% of China's total gaming revenue for 2018.
The dominance of mobile in China is expected to continue outpacing other regions. According to Newzoo's consumer insights, 13.7% of all Chinese mobile players agree that they would buy new hardware to improve their gaming experience, compared to just 7.6% in the US, and 2.9% in Europe.
India, meanwhile, has grown to the second largest global market despite low penetration. Although just 26.1% of the population are smartphone users, it now boasts over 350 million active devices, and is expected to surpass 600 million by 2021.
The US and Western Europe have the highest smartphone penetration with 77% and 75% respectively. In Eastern Europe, however, the number dips significantly to 60%, and decreases further still regarding the Middle East and Africa which only has a penetration of 19.9%.
https://www.gamesindustry.biz/articl...evenue-in-2018
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September 14th, 2018, 20:28 Posted By: wraggster
Over the past few months, something unusual has been happening at the street corner just down from my apartment, on the way to the station. Almost every evening, at least when the weather is fine, there's a little gathering; largely silent, but lit up with the ubiquitous glow of smartphone screens and the occasional flare of a lighting cigarette.
There's a slight air of the illicit about it - sometimes I wonder what the uninitiated make of the whole affair - but once you know what to look for, it's perfectly obvious what's happening. There's a Pokemon Gym on that corner (conveniently next to a cigarette machine, which I suspect contributes to the popularity of this specific spot), and over the summer months, in spite of the oppressive Tokyo heat, it's been attracting a cadre of die-hard fans again for the first time in quite a while."The great failing of Pokemon Go at launch was that it was outright terrible at player retention"
This is not a phenomenon confined to a single street corner. Pokemon Go hotspots in busy parts of the city seem more crowded in the evenings than they have been at any point since the slightly crazy weeks following the game's launch. On a more personal level, friends have been getting back into the game and encouraging others on social media to add them to its new friend link system. Within my own sphere, there's a level of interest around Pokemon Go that hasn't been apparent for quite some time - so it came as no surprise when developers Niantic announced this week that there has been a 35% uplift in active users of the game since May of this year. That's an especially dramatic number given that Pokemon Go has never actually been unpopular, as such; it's maintained its position as a mainstay of mobile gaming since launch, so a boost on that level represents a pretty huge number of players engaging, or re-engaging, with the game.
There are a number of different factors in play here, perhaps the most obvious being the work that Niantic has put into overhauling and extending the game. The great failing of Pokemon Go at launch was that it was outright terrible at player retention; it was fun and interesting for a fixed amount of time but then lacked sufficient compelling reasons for players to keep coming back. The addition of significant social features like gifts and Pokemon trading, along with raids and other features at gyms, has gone a long way to making Pokemon Go into a game people actually want to come back and try again.
https://www.gamesindustry.biz/articl...of-seasonality
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September 17th, 2018, 20:42 Posted By: wraggster
STAR WARS: Rivals™ will be shutting down on October 11, 2018. As of September 11, 2018, in-app purchases are no longer offered and the game is no longer available for download.
You can continue to enjoy the game until October 11, 2018. No refunds or credits will be offered for any virtual goods, game currency or other items purchased by or provided to you. We appreciate your support and understanding.
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September 23rd, 2018, 21:28 Posted By: wraggster
Google has announced several experimental updates for its Daydream platform that will allow developers to experiment with Android VR in different ways.
The first update allows positional controller tracking with six degrees of freedom (6DoF) for the Mirage Solo headset. In addition, Google will be shipping out a new set of controllers specifically designed create 6DoF experiences to some developers. The controllers are intended to cut the price of 6DoF experiences by using off-the-shelf parts with machine learning to track and estimate motion.
Another feature Google is bringing to Daydream is See-Through Mode, which lets the wearer of the headset see what's in the real world on the other side. Google suggests the mode might be used to develop in AR, showing off a demo of someone designing a room by looking through to an actual room and placing virtual furniture.
Finally, Google is working on support to make all Android smartphone apps playable in Daydream, meaning developers would simply be able to support them in VR without having to develop them from the ground up for the platform.
https://www.gamesindustry.biz/articl...or-daydream-vr
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