The Azure Playfab Guide to Liveops 2 Contents Part 1: Introduction to Liveops
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Appannie.Com
A P P A N N I E S T A T E O F M O B I L E 2 0 2 1 E X E C U T I V E S U M M A R Y 2020 Mobile Landscape at a Glance New App App Store Daily Time Spent Mobile Venture Capital Downloads Spend Per User Ad Spend to Mobile Tech S T A T E O F 218B $143B 4.2 Hrs $240B $73B M O B I L E 2 0 2 1 +7% +20% +20% +26% +27% YoY Growth YoY Growth YoY Growth YoY Growth YoY Growth Source: Crunchbase iOS, Google Play, Third-Party iOS, Google Play, Third-Party Android Phones; Among Markets Android in China Android in China Analyzed 2 What's Inside Macro Mobile Trends Gaming Finance Social Networking Video Streaming S T A Retail T E O Food & Drink F M O Marketing & Advertising B I L E Other Industries Embracing Mobile Innovation 2 0 2 Top Apps and Games of 2020 1 3 The Mobile Performance Standard S T A T E O F M O B I L E 2 0 2 1 4 Macro Mobile After a year that welcomed more downloads than ever before, apps should focus on Trends influencing user discovery. 37% of app users we surveyed reported they found a new app through a friend or family member. 67% of users agree when discovering and purchasing new S T apps they trust what they learn from online A T E research, and 50% only consider well-known O F apps. -
Evolve E-Gaming Index ETF MACROECONOMIC
MONTHLY COMMENTARY Evolve E-Gaming Index ETF HERO invests in equity securities of companies listed domestically and globally with business activities in the electronic gaming industry. As at September 30, 2019 TICKER: HERO (Hedged) MACROECONOMIC HIGHLIGHTS: Incidentally, Enthusiast Gaming has now become one of the largest gaming properties in the world, surpassing IGN Entertainment, GameSpot, and even Twitch.tv, according to a new Comscore evaluation. This follows a series of inter-related transactions, which saw Enthusiast entering into an M&A arrangement with J55 Capital Corporation and Aquilini GameCo way back in May. At the same time Aquilini was in the process of acquiring Luminosity Gaming, a global player in the esports industry. Once Aquilini acquired Luminosity, J55 acquired Aquilini and then subsequently merged with Enthusiast. The final result was the creation of one of the largest publicly traded esports and gaming organizations in the world.i Earlier in May, two console gaming heavyweights — Sony and Microsoft signed a memorandum of understanding to develop joint cloud gaming systems. The agreement was largely intended to offset the emergence of Google’s Stadia, a game-streaming service based on the cloud.ii According to SuperData Research, a subsidiary of Nielsen Holdings, global consumers spent US$8.9 billion on digital games worldwide across PC, console and mobile devices in August. This represents a 2% increase over the same period last year, driven in part by an uptick in mobile gaming spending. As of August, mobile gaming accounted for 67% of total worldwide spending in the gaming sector.iii SuperData also listed the highest-grossing games across each platform. -
What Do Players Do in Idle Games?
This is a repository copy of Busy doing nothing? What do players do in idle games?. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/135461/ Version: Accepted Version Article: Cutting, Joe Timothy, Gundry, David Edward and Cairns, Paul Antony orcid.org/0000-0002- 6508-372X (2019) Busy doing nothing? What do players do in idle games? International journal of human-Computer studies. pp. 133-144. ISSN 1071-5819 https://doi.org/10.1016/j.ijhcs.2018.09.006 Reuse This article is distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs (CC BY-NC-ND) licence. This licence only allows you to download this work and share it with others as long as you credit the authors, but you can’t change the article in any way or use it commercially. More information and the full terms of the licence here: https://creativecommons.org/licenses/ Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Busy doing nothing? What do players do in idle games? Joe Cuttinga,∗, David Gundrya, Paul Cairnsa aUniversity of York, Heslington,York, United Kingdom Abstract Idle games – games where waiting for extended periods is an important dynamic – are increasing in popularity. The game Neko Atsume, a mobile game about collecting cats, is an extreme example of this genre where progress can only be achieved when the game is switched off (so-called "progress while gone"). -
Gamewith / 6552
GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
Redeye Gaming Report 2018.Pdf
REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Kristoffer Lindström Tomas Otterbeck Client Manager Analyst Analyst Johan has a Master of Science in finance Kristoffer Lindström has both a BSc Tomas Otterbeck gained a Master’s from the Stockholm School of Economics, and an MSc in Finance. He has previously degree in Business and Economics at and has studied e-commerce and market- worked as a financial advisor, stockbroker Stockholm University. He also studied ing at the MBA Haas School of Business, and equity analyst at Swedbank. Kristoffer Computing and Systems Science at the University of California, Berkeley. Johan started to work for Redeye in early 2014, KTH Royal Institute of Technology. Tomas has worked as an equity portfolio man- and today works as an equity analyst cov- was previously responsible for Redeye’s ager at Alfa Bank and Gazprombank in ering companies in the tech sector with a website for six years, during which time Moscow, as a hedge fund manager at EME focus on the Gaming and he developed its blog and community and Partners, and as an analyst and portfolio Gambling industry. was editor of its digital stock exchange manager at Swedbank Robur. -
“YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award Winning for the Second Consecutive Year!
〈PRESS RELEASE〉 September 17, 2015 Games of the Year Division Grand Award is “YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award winning for the second consecutive year! “Super Smash Bros.” series won ‘Award of Excellence’ and the ‘Global Awards Japanese Product.’ “Minecraft” and “Monster Strike” received the Special Awards! Computer Entertainment Supplier’s Association The Japan Game Awards 2015 (organized by the Computer Entertainment Supplier’s Association (CESA; Chairman: Hideki Okamura) has announced the award winners for the “Games of the Year Division” today. “YO-Kai Watch Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) were selected for the Grand Award in the year of 2015! The “YO-Kai Watch” series received the Grand Award for two consecutive years in 2014 and this year! Winners for the Award of Excellence, the Special Award, the Best Sales Award and the Global Award for Japanese Product / Foreign Product were also selected. - Japan Game Awards 2015 “Games of the Year Division” Award Winners - *Alphabetical order in each award Award Title Company Platform Grand YO-KAI WATCH 2 Ganso/Honke/Shinuchi LEVEL-5 Inc. 3DS Award Super Smash Bros. for Wii U Nintendo Co., Ltd. Wii U Super Smash Bros. for Nintendo 3DS Nintendo Co., Ltd. 3DS Destiny Sony Computer Entertainment Inc. PS4 / PS3 DRAGON QUEST HEROES: The World Tree's Woe SQUARE ENIX CO., LTD. PS4 / PS3 and the Blight Below Bloodborne Sony Computer Entertainment Inc. PS4 Award for Pokémon Omega Ruby and Pokémon Alpha The Pokémon Company 3DS excellence Sapphire Mario Kart 8 Nintendo Co., Ltd. Wii U MONSTER HUNTER 4G CAPCOM CO., LTD. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Superdata 2018 Year in Review
2018 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. SuperData, A Nielsen Company SuperData, a Nielsen company, was acquired by Nielsen in September 2018. With this acquisiIon, SuperData’s clients will now have greater access to global market intelligence around digital video gaming use, sales and audiences, in addiIon to exisng areas of experIse such as consumer research, video game tracking, esports sponsorship valuaIon and consulng services. SuperData provides relevant market data and insight on digital games and playable media. Founded by veteran games industry researchers, SuperData covers the market for free-to-play gaming, digital console, mobile, PC downloadable, gaming video content and esports. Monthly analyses and industry reports using digital point-of-sale data. Using digital point-of-sale data received from publishers, developers and payment service providers, we base our analyses on the monthly spending of 185 million paying digital gamers worldwide. Understand what people play, connect to and spend on. Our research combines transacIon-level data with qualitaIve consumer insight. Our leadership team has experience spanning across major research firms, including NPD, Nielsen, DFC Intelligence, Comscore, Experian, Jupiter and Forrester. A next gen approach for next gen entertainment. Our customer base includes legacy publishers (e.g. AcIvision/ Blizzard, Ubiso]), digital-only publishers (e.g. Nexon, Tencent, Wargaming), media companies (e.g. Google, Coca-Cola) and industry service providers (e.g. PayPal, Visa, GameStop). !2 2018 YEAR IN REVIEW | © 2019 SuperData, A Nielsen Company. All rights reserved. The SuperData Arcade allows users to: • Gain a comprehensive overview of the digital games market, across plaborms, Itles and markets. -
Mobile App Industry Trends 2021 — How Mobile Apps Are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc
Mobile App Industry Trends 2021 — How Mobile Apps are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Hypercasual continues to be a hot trend in Stock trading and cryptocurrency apps continue mobile gaming, with the top hypercasual titles to see high volume in demand going into the new surpassing 10 billion installs in 2020. Easy-to-play year. IQ Option and Expert Option were the top two games gained massive popularity amid COVID-19. trading apps by downloads in 2020. More core games are adopting in-app More consumers being home has led to a 39 subscription models. Subscriptions in games saw a percent Y/Y growth rate among top smart home slight correlation with higher long-term retention apps. Home-centric lifestyles have inspired rates than games without them in 2020. consumers to invest in smart technology. 2 ©2021 Sensor Tower Inc. - All Rights Reserved Industry Trends 2021: Table of Contents Mobile Industry Trends 2021 report offers analysis on the latest trends for the category: 5. 2020 Industry Recap An overview of the app industry in 2020 along with top categories and countries 11. Mobile Gaming 14. Hypercasual Game Adoption Takes Off Examine how hypercasual games grew their massive popularity in 2020 18. Mobile Games Find Success with Subscriptions A look at games that use in-app subscriptions and how it affects retention 22. Mobile Apps 25. The Booming Fintech Market The global fintech market continues to experience high adoption 30. The Rise of 5G and Smart Home Apps A look at smart home apps and how quarantines affected growth 33. -
2017 Year in Review: Digital Games and Interactive Media
2017 YEAR IN REVIEW DIGITAL GAMES AND INTERACTIVE MEDIA YEAR IN REVIEW. 2017 | © 2018 SuperData Research Holdings, Inc. All rights reserved. The SuperData Arcade and Player Profile are the world's only cross-plaKorm business intelligence tools on the global games market. The metrics contained here represent the largest and most comprehensive view of the vast and growing digital games market. To arrange a demo, contact Sam Barberie at [email protected]. Access insights of over 500 games and 100 publishers, ranging from high-level market trends to granular data Ptle performance metrics. Create custom queries and segmentaAon across all data and export to .csv or PDF format for full analyPcal control and presentaPons. Receive automaAc custom data pulls and spot opportunies early as soon as updates are available. Learn detailed consumer data and behavior on Player Profile across all demographies and domains. See beyond the numbers from quarterly updated Audience Tracker; know your consumer, where to find them, and what they want. IdenAfy audience inflecon points and explain who and what is driving them. YEAR IN REVIEW, 2017 | © 2018 SuperData Research Holdings, Inc. All rights reserved. VR Data Network The VR Data Network is the first industry collaboration to quantify and validate the global VR market. • Partners include headset makers, developers and ad networks • Partners get ongoing insights and data to improve strategy • Reviewing applications now To apply, visit www.superdataresearch.com/superdata-vr-data-network/ YEAR IN REVIEW, 2017 | © 2018 SuperData Research Holdings, Inc. All rights reserved. EXECUTIVE SUMMARY 4 YEAR IN REVIEW, 2017 | © 2018 SuperData Research Holdings, Inc. -
The Work of Game in the Age of Automation
The work of game in the age of automation Fizek, Sonia Rautzenberg, Markus This is the accepted manuscript of an article published in Journal of Gaming and Virtual Worlds available from: DOI: https://doi.org/10.1386/jgvw.10.3.197_2 Editors’ introduction: The work of game in the age of automation Sonia Fizek Markus Rautzenberg The achievements of the first technology might be said to culminate in the human sacrifice; those of the second, in the remote-controlled aircraft which needs no human crew. (Benjamin [1936] 2008: 26) Currently, at the edge of the new digital frontier, automation and smart algorithms are gaining immense social attention, enticing, as mechanization and machines in the previous centuries, as much wonder as awe. Countless magazine headlines paint a fully automated future and ask question about the social significance of automation driven by artificial intelligence. The most recent cover of the MIT Technology Review magazine (July/August 2018 issue) reads: ‘AI and robots are wreaking economic havoc. We need more of them’. Automation seems to be creeping into all aspects of our lives (at least in the developed and industrialized parts of the world), remaining especially noticeable in the context of work (McAfee and Brynjolfsson 2011) and the utilitarian products and processes of the fourth industrial revolution – such as fully automated Tesla’s factories, Google’s driverless cars or Amazon’s automated order and delivery chains, to start with a few most recognizable examples. But, automation is not only altering work. It is changing play too (in the broadest sense of the word). -
L'evoluzione Della Relazione Uroborica Fra Videogioco E Musica: Il Singolare Caso Di Transculturalità Dell'industria Videoludica Giapponese
Corso di Laurea magistrale in Economia e Gestione delle Arti e delle Attività culturali Dipartimento di Filosofia e Beni culturali Tesi di Laurea L'evoluzione della relazione uroborica fra videogioco e musica: il singolare caso di transculturalità dell'industria videoludica giapponese Relatore: Giovanni De Zorzi Correlatrice: Maria Roberta Novielli Laureando: Enrico Pittalis Numero di Matricola: 871795 Anno accademico 2018/2019 Sessione Straordinaria Ringrazio Valentina, la persona più preziosa, senza cui questo lavoro non sarebbe stato possibile. Ringrazio i miei relatori, i professori Giovanni De Zorzi e Maria Roberta Novielli, che mi hanno guidato lungo questo percorso con grande serietà. Ringrazio i miei amici per i tanti consigli, confronti e spunti di riflessione che mi hanno dato. Ringrazio il Dott. Tommaso Barbetta per avermi incoraggiato ed aiutato a trovare gli obiettivi e il Prof. Toshio Miyake per avermi suggerito dei materiali di approfondimento. Ringrazio il Prof. Marco Fedalto per avermi dato importantissimi consigli. Ringrazio i miei genitori per avermi sostenuto nelle mie scelte, anche le più stravaganti. Glossario: - Anime: termine con cui si fa riferimento alle serie televisive animate prodotte in Giappone, spesso adattamenti televisivi di romanzi brevi o manga, talvolta videogiochi. - Arcade: prestito linguistico dall’inglese, termine con cui ci si riferisce alle “Macchine da gioco”, costituita fisicamente da un videogioco posto all'interno di un cabinato di grandi dimensioni operabile a monete o gettoni, che normalmente viene posto in postazioni pubbliche come sale giochi, bar, talvolta cinema e centri commerciali. L’Etimologia è incerta, probabilmente derivante da “Arcata” facente riferimento storicamente a lunghi viali sotto i portici dei borghi, dove si trovavano le botteghe e luoghi dediti al divertimento.