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Clickscapes Trends 2021 Weekly Variables
ClickScapes Trends 2021 Weekly VariableS Connection Type Variable Type Tier 1 Interest Category Variable Home Internet Website Arts & Entertainment 1075koolfm.com Home Internet Website Arts & Entertainment 8tracks.com Home Internet Website Arts & Entertainment 9gag.com Home Internet Website Arts & Entertainment abs-cbn.com Home Internet Website Arts & Entertainment aetv.com Home Internet Website Arts & Entertainment ago.ca Home Internet Website Arts & Entertainment allmusic.com Home Internet Website Arts & Entertainment amazonvideo.com Home Internet Website Arts & Entertainment amphitheatrecogeco.com Home Internet Website Arts & Entertainment ancestry.ca Home Internet Website Arts & Entertainment ancestry.com Home Internet Website Arts & Entertainment applemusic.com Home Internet Website Arts & Entertainment archambault.ca Home Internet Website Arts & Entertainment archive.org Home Internet Website Arts & Entertainment artnet.com Home Internet Website Arts & Entertainment atomtickets.com Home Internet Website Arts & Entertainment audible.ca Home Internet Website Arts & Entertainment audible.com Home Internet Website Arts & Entertainment audiobooks.com Home Internet Website Arts & Entertainment audioboom.com Home Internet Website Arts & Entertainment bandcamp.com Home Internet Website Arts & Entertainment bandsintown.com Home Internet Website Arts & Entertainment barnesandnoble.com Home Internet Website Arts & Entertainment bellmedia.ca Home Internet Website Arts & Entertainment bgr.com Home Internet Website Arts & Entertainment bibliocommons.com -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
Nz Gdc 2013 Programme Keynote Speakers
NZ GDC 2013 PROGRAMME KEYNOTE SPEAKERS 9:00 Registration Open at WG Building, AUT University The Next Big Thing Alex St John, Co-creator Direct-X, Founder of Wild Tangent.com, Former GM Entertainment 10:00 Opening by Stephen Knightly, NZGDA for Microsoft, Former President of Hi5.com 10:20 The Next Big Thing, Alex St John, Founder Wild Tangent Alex St. John (AKA The Saint) was the Microsoft executive 10:40 The Future of Gaming, Jason Harwood, Producer, Halfbrick responsible for leading the effort to create the DirectX gaming APIs Room WG 403 Room WG 404 Room WG 126 and Windows Media platforms which lead to the introduction of the 'DirectXBox'. St. John went on to found WildTangent which became 11:00 Path of Exile Open Animate Technologies Cross Platform Indie Tools of the largest online game network in the US and the third largest in Beta Post Mortem the Trade the world through 2011. He went on to become CTO of Hi5.com 11:30 Bloons Monkey City - RPG item design for Windows Phone 8 the world’s third largest social network and by cloning Facebooks The Evolution of IP Different player types API’s was able to publish hundreds of Facebook compatible social 12:00 Lunch (thanks IGEA) games before selling the company in late 2012. Alex has over 23 patents in online game publishing, DRM, streaming, compression 1:00 Panel: Best Practical Motion Capture Month of Hell: Launching Path and online business models. Practices in Mobile for Gaming (Room of Exile 1:30 Customer Acquisition WG212) Gamified Beta Testing No matter who the big players are in the market or how tightly they seem to have the and Monetisation platforms and gaming audiences sewn up, there is always an upstart out there that 2:00 Panel: The Future of Jane Austen Post- Defining the post-modern completely disintermediates them and succeeds wildly in spite of the barriers. -
Paradox Interactive Listing Attracts Tencent As Fan and Long-Term Investor
FOR IMMEDIATE RELEASE Paradox Interactive listing attracts Tencent as fan and long-term investor Leading online games publisher and platform to contribute to Paradox’s future journey (May 27, Stockholm) Tencent Holdings Limited, which operates China’s largest social network and online games platform, has subscribed to and been allocated shares in the initial public offering of Paradox Interactive (”Paradox”) on Nasdaq First North Premier. Tencent has been allocated 5.28 million shares at the offering price of SEK 33 per share, and hold 5% equity interest in Paradox Interactive post transaction. Fredrik Wester and Spiltan will continue to be key shareholders in Paradox with 33.3 % and 30.5 % shareholdings, respectively. A long-time fan of Paradox games, Tencent will work to explore opportunities with Paradox to build up the emerging grand strategy, simulation, and story-driven RPG fan bases in China. Tencent has a history of supporting new game genres in China, where it operates globally renowned titles such as League of Legends, Cross-Fire, Dungeon & Fighter, Call of Duty Online, FIFA Online and Need for Speed, as well as many popular locally-developed games. Tencent also has a track record of building strong partnership with game industry leaders, such as Activision Blizzard, Riot Games, CJ Netmarble and Miniclip, via equity investment and support in distribution and operations. Fredrik Wester, CEO and principal owner of Paradox, said: “Tencent approached us as big fans of our grand strategy games and with a genuine interest in Paradox and our onward journey. It has always been very important for us that any partners we bring on board can contribute in a unique and attractive way to Paradox and have a long term commitment to the company. -
KARELIA UNIVERSITY of APPLIED SCIENCES Degree Programme in Business Information Technology
KARELIA UNIVERSITY OF APPLIED SCIENCES Degree Programme In Business Information Technology Teemu Kokkonen MICROTRANSACTIONS IN AN ANDROID GAME Thesis June 2014 THESIS June 2014 Degree Programme In Business Information Technology Karjalankatu 3 80220 JOENSUU FINLAND 013 260 600 Author(s) Teemu Kokkonen Title Microtransactions in an Android Game Commissioned by - Abstract The objective of this thesis is to explore the products sold within mobile applications and games, called in-app purchases or microtransactions. The thesis studies the history and nature of these microtransactions and examines their positive and negative effects on game design, as well as analyzes their usage in modern mobile games. To reinforce the research, a mobile game codenamed TownBuilder was developed alongside the thesis. The game paid attention to the designs explored in the earlier chapters and incorporated design choices that attempted to optimize the effectiveness of the microtransactions. In addition to the design, a portable code package was set to be developed to simplify the usage of the in-app purchases in conjunction with Google Play services. The game that was developed during the thesis reached an early alpha stage, with the microtransaction functionality demonstrably in place and some gameplay to go with it. The design of the game was inspired by several successful examples on the field, and even though it is not finished, the design was set a solid foundation for including microtransactions in a player-friendly way. With all its perks and disadvantages, it remains still yet to be seen if microtransactions are the way of the future for the games industry. Despite the success stories, there are a lot of alternatives, some of which yet undiscovered. -
Pocketgamer.Biz Top 50 Developer 2020
2020 2020 in association with The mobile movers & shakers of the last 12 months Top 50 Developer 2020 in association with 1 2020 2020 Contents a-z Welcome… 2020 Our Top 50 Mobile Game Makers list is now in its 11th year, in association with From breaking industry stories and and what a year it’s been already. p27 p6 p21 p15 p10 in-depth interviews with key executives to updates on industry 2020 will be remembered for a lot of things, but in the events and detailed analysis of mobile mobile games industry it will likely be remembered for the games metrics, PocketGamer.biz is the continued growth of hypercasual as a genre, some first port of call for mobile game impressively large acquisitions, and a string of battles waged developers, publishers, operators, handset manufacturers, investors, and across and about the app stores. p4 p19 p19 p14 p5 p14 p25 service providers. We’ve seen Apple Arcade offer a new avenue for premium mobile developers, while free-to-play revenues have surged www.pocketgamer.biz thanks to people spending more time at home. And we’ve seen streaming services start kicking into high gear, with Stadia and xCloud battling it out on smaller screens with p6 p13 p15 p9 p7 p4 p7 console titles. It’s been tough picking out the developers we consider to be “the best” amongst all the chaos of 2020. It’s been a difficult year, and it isn’t getting any easier. Realistically, every Your top 50 p11 p9 p10 p13 p12 company still hanging on deserves recognition of some kind. -
Read the Report
19 Dec 2019 CMB International Securities | Equity Research | Sector Update China Game (A-share) Consolidation & Segmentation OUTPERFORM (Maintain) We initiated coverage on China Game (A share) sector, with top picks of Perfect China Internet Sector World (“PW”) and Sanqi Interactive (“Sanqi”). As China game industry has stepped into mature stage, we expect top players to get stronger, and more Sophie Huang opportunities will derive from overseas expansion, selective productions and e- (852) 3900 0889 Sports tailwinds. [email protected] Stepping into mature stage. China game market has stepped into a mature stage (with 11% YoY growth in 1H19), despite moderate recovery in 2019 for Perfect World: 12-mth Price game approvals relaunch. Mobile games, accounting for 65% of total game Performance market, are still on growth track. Game players saw 5.1% YoY growth in 1H19, (RMB) and we view players close to saturation given already-high penetration of 45 002624 CH SHSZ300 (rebased) 61.8%. Looking ahead, 5G, Cloud Game, female gamers and short-video 40 channel marketing could be further drivers. 35 30 The bigger, the stronger. We expect top players to get stronger, with 25 20 advantages of IP resources, channel marketing, data, and self-development 15 ability. As game market growth slows down and Top 2 leaders continue to 10 Dec-18 Mar-19 Jun-19 Sep-19 Dec-19 gain shares, we think it is important for players to explore other segmentations or new opportunities, including overseas market, female games, mini games Source: Bloomberg and e-Sports tailwinds. Sanqi: 12-mth Price Performance Eyes on overseas expansion and quality enhancement. -
4Chan Ask.Fm Badoo Battlenet
Name Logo Description Category An anonymous message board and content hosting platform. Often CONTENT SHARING 4Chan associated with "Trolling". Ask.fm is a Q&A-based site (and app) that lets users take questions from their followers, and then answer them one at a time, any time they want. In any case, it gives youngsters another reason to talk about themselves other than in the comment section of their own MESSAGING Ask.fm selfies. Although Ask.fm may not be as huge as Instagram or Snapchat, it's a big one to watch, for sure. With such a big interest from youngsters, it absolutely has the potential to become the go-to place for Q&A content. Badoo is a dating-focused social networking service, founded in 2006 and headquarters in Soho, London. Like many other social network sites, you have several options to filter through interests and types to find someone to befriend, date or chat with on Badoo. The advanced DATING Badoo filter allows you to pick a range of ages and distances from where you live. Badoo performs well at finding people for you to connect with locally. On the advanced filter, you can look for more specific traits like body type, kids, education and star sign. A messaging system connecting users of World of Warcraft and other Battlenet content created by Blizzard. Users details are tied to their own MESSAGING individual account which is also used to log into these games. BlackBerry’s BBM is an instant messaging app. You have your own unique 4 digit PIN and other people can only add you as a contact MESSAGING BBM using this. -
Independent Games What They Are and Are They Different
Jaakko Kemppainen Independent games What they are and are they different Master's thesis Digital Culture 20.2.2008 Jyväskylä University Department of Art and Culture Studies Jyväskylä JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Faculty of Humanities Department of Art and Culture Studies Tekijä – Author Jaakko Kemppainen Työn nimi – Title Independent games What they are and are they different Oppiaine – Subject Työn laji – Level Digital Culture Master's thesis Aika – Month and year Sivumäärä – Number of pages February 2008 98 p. + Appendices 18 p. Tiivistelmä – Abstract This research figures out, how the concept of independent games and independent game production is understood in the field of game industry. Some comparisons are made to music and movie industry, using literature and different internet sources to find out commonly used definitions for independent concept on different areas of entertainment business. Three level definition for independent productions is formed, mainly from the commerce point of view - independent, semi-independent and non-independent games and producers. Second part of this research is a quantitative genre comparison between non-independent games and independent games. For the use of the genre research, a study of game genres is made and basen on that, a game genre systemi is produced. Main finding of the quantitative research is, that independent game genre distribution is different in the case of non-independent games, but there are a lot of similarities within both non-independent and -
Recommended Cash Acquisition of Sumo Group
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION, IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, IN, INTO OR FROM ANY JURISDICTION WHERE TO DO SO WOULD CONSTITUTE A VIOLATION OF THE RELEVANT LAWS OR REGULATIONS OF SUCH JURISDICTION. THIS ANNOUNCEMENT CONTAINS INSIDE INFORMATION FOR IMMEDIATE RELEASE 19 July 2021 RECOMMENDED CASH ACQUISITION of SUMO GROUP PLC by SIXJOY HONG KONG LIMITED an indirect subsidiary of TENCENT HOLDINGS LIMITED to be effected by means of a scheme of arrangement under Part 26 of the UK Companies Act 2006 Summary The boards of Tencent Holdings Limited (“Tencent”) and Sumo Group plc (“Sumo”) are pleased to announce that they have reached an agreement on the terms of a recommended all cash acquisition by Tencent, through its indirect wholly-owned subsidiary, Sixjoy Hong Kong Limited (“Tencent Bidco”), of the entire issued and to be issued ordinary share capital of Sumo which members of the Tencent Group do not already own. Under the terms of the Acquisition, Sumo Shareholders will be entitled to receive: for each Sumo Share: 513 pence in cash The price of 513 pence in cash for each Sumo Share values the entire issued and to be issued share capital of Sumo at approximately £919 million on a fully diluted basis. The price of 513 pence in cash for each Sumo Share represents: a premium of approximately 43.3 per cent. to the Closing Price of 358 pence per Sumo Share on 16 July 2021 (being the last Business Day before the date of this Announcement); a premium of approximately 40.9 per cent. -
Investgame Q1-Q3 2020 Report
Q1-Q3 2020 Recap of the investment activity in the Video Game market in 2020 1 Covering Multiple Sectors & Segments • Gaming – game development and publishing (mobile, PC&console, multiplatform) • Platform&Tech – platforms and tech-companies targeting gaming market • Esports – esports organizations, leagues, fantasy sport • Other – outsourcing, hardware, retail chains Total value of tracked deals* (Q1-Q3), $m Total number of tracked deals* (Q1-Q3) Gaming 15,347 Gaming 211 Platform&Tech 3,970 Platform&Tech 112 Esports 685 Esports 89 Other 504 Other 25 $- $5,000 $10,000 $15,000 - 100 200 Note: tracking only publicly announced and closed deals in the video game industry 2 Covering Various Deal Types • Private Investments – Early and later stage venture deals, corporate investments • M&A – Mergers and acquisitions, including controlling and minority transactions • Public offerings – IPOs, PIPEs, Fixed Income, other deals with publicly traded stocks Total value of tracked deals* (Q1-Q3), $m Total number of tracked deals* (Q1-Q3) Public offerings 9,234 Public offerings 51 M&A 6,609 M&A 132 Private Private 4,662 254 Investments Investments $- $5,000 $10,000 $15,000 - 100 200 Note: tracking only publicly announced and closed deals in the video game industry 3 Value of deals in the Gaming sector, in $m 4,500 4,136 4,000 3,500 3,164 3,000 2,548 2,500 2,000 1,500 1,217 1,147 1,094 1,006 1,000 450 586 500 0 Jan-20 Feb-20 Mar-20 Apr-20 May-20 Jun-20 Jul-20 Aug-20 Sep-20 M&A Public offerings Private Investments Gaming Number of deals in the Gaming sector -
Company Presentation
C O M PA N Y PRESENTATION 5. December 2019 CFO Stian Drageset FUNCOM IN BRIEF THE COMPANY SEGMENTS SUCCESSFUL TURNAROUND USDm 45 Developer and publisher of Share of revenue (2018) online games and massive open Revenue EBIT 35 34 world sandboxes for PC and consoles 50% 23 25 Founded in 1993, listed on Oslo 15 10 10 Stock Exchange since 2005 7 2% 7 5 49% Tencent acquired -5 2015 2016 2017 2018 29% in 2019 PC Console IP and sublease LOCATIONS AND STAFF GAMES PORTFOLIO OVERVIEW Conan Unconquered Secret World Legends Relaunch: 2017 Funcom Oslo Release: Q2 2019 Funcom SE Trailer ZPX Funcom Inc Employees Mutant Year Zero: Road To Eden Age Of Conan 71 Release: 2018 Release: 2008 85 Trailer 30 Conan Exiles Moons of Madness Release: 2017 Release: 2019 Trailer Funcom locations Distribution/Local partners Development partners | 2 3 STRATEGIC SHIFT BEHIND THE SUCCESSFUL TURNAROUND BEFORE TURNAROUND TODAY Largest owners KGJI shipping Internally developed, no IP ownership of Conan Publishing externally Publishing None developed games Console doubles market Console None at low cost 3-7 yr dev time 1-2 yr dev time Internal PC games Focus on 1 game 2 parallel games More launches and revenue streams, improved profitability | 3 FUNCOM IS WELL POSITIONED IN ITS MARKET NICHE STRONG POSITION IN MARKET NICHE LARGE AND FAST - GROWING MARKET LESS COMPETITION FROM LARGER PLAYERS USD 150BN MARKET GROWING AT ~10% CAGR • Funcom’s main niche segment is open-world sandbox games USDBn Smartphone Console Downloaded/Boxed PC Tablet Browser PC 2017-2021 where larger industry