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Tag Archives: feature

Opinion: Midia discusses reading DAUs across platforms

The daily active user (DAU) is a common engagement metric, often used in gauging companies’ performance and value. In gaming, however, DAUs vary markedly across mobile, PC, console and social. The differences are seen in penetration rates, demographics, engagement and spending trends. As the silo walls between gaming formats gradually …

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Why Ubisoft’s Starlink: Battle for Atlas is great news for retail

Toys-to-life has had something of a rough ride of late after the shutdown of Disney Infinity. As some analysts have argued in the pages of MCV, that downturn may have been overstated, but it’s clear the genre still has its problems. Ubisoft’s exciting new Starlink: Battle for Atlas, however, looks …

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Games publishing 2017: Steam’s ‘benevolent monopoly’ and the discoverability ‘bun fight’

In Part Three of our publishing roundtable, we discuss the rise of digital. With digital becoming more important to publishers’ balance sheets, we ask publishers about competition in the marketplace and whether any improvements have been made to discoverability. In case you missed it, in Part One of our publishing roundtable, we …

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Zynga must increase conversion for future success – Midia

Zynga posted its best revenue and booking performance in four years during Q2 2017, with revenue reaching $209.2m, up from $181.7m this time last year, and 21m daily active users compared to Q2 2016’s 18m DAUs. However, Midia Research analyst Karol Severin has told MCV that the company’s main focus …

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Opinion: Sold Out on why the games industry is experiencing a ‘publishing renaissance’

The games industry is experiencing a publishing renaissance, as even the most ardent proponents of self-publishing have now learnt that selling a game from the equivalent of your bedroom is not a great replacement for the human touch. The title ‘publisher’ may not yet be ‘clean’, but even pragmatists are …

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Games publishing 2017: how to set a game’s price

In Part One of our publishing roundtable, we talked to publishers about setting release dates and how fewer triple-A releases could mean better business for the whole industry. In Part Two, we discuss pricing. As more indie titles head to retail, the debate around games pricing has never been fiercer. We ask …

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Take-Two: ‘Engagement first, monetisation second’

Take-Two reported another strong quarter last night, with net revenue for its fiscal Q1 2018 up 34 per cent year-on-year to $418.2m, and net sales up 28 per cent to $384.3m. Digitally-delivered net revenue also grew 56 per cent to $268.2m and digitally-delivered net sales increased 47 per cent to …

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Games publishing 2017: ‘There is never a perfect time to release a game.’

Christmas is usually a time of great prosperity for games publishers. But last year’s ill-fated combo of an overly crowded release schedule and the biggest Black Friday event the UK’s ever seen meant a lot of triple-A titles ended up missing their expected sales targets. Call of Duty: Infinite Warfare …

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Green Man Gaming: Publishing and retail working in harmony

Whether it’s physical or digital sales, the divide between retailers and publishers has generally held. Yes, some publishers exclusively sell their own games digitally, but it’s hard to think of broader retail players that have made a serious effort to bring new games to market. That makes Green Man Gaming …

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No More Robots: Enthusiasm for indie publishing is ‘just as important as experience, data or contacts’

Yesterday, industry veteran Mike Rose (pictured right) announced his new publishing company, No More Robots, which aims to use a data-driven approach to find new and exciting indie titles to bring to market.  The timing of the announcement meant he was a little too late to join our indie publishing roundtable, …

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