Gaming Industry Archives - GamingonPhone https://gamingonphone.com/tag/gaming-industry/ Premier destination for all things mobile games Fri, 24 May 2024 04:02:43 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 https://gamingonphone.com/wp-content/uploads/2020/08/GamingonPhone-SQR-Logo-Black-2-S@4x-65x65.png Gaming Industry Archives - GamingonPhone https://gamingonphone.com/tag/gaming-industry/ 32 32 Papergames announces the international brand launch of Infold Games https://gamingonphone.com/news/papergames-announces-the-international-brand-launch-of-infold-games/ https://gamingonphone.com/news/papergames-announces-the-international-brand-launch-of-infold-games/#respond Fri, 24 May 2024 06:00:00 +0000 https://gamingonphone.com/?p=392613 Papergames, the famous company behind the immensely successful “Nikki” and “Love” series, and the company behind Infold Games has announced the international brand launch of Infold Games. Infold Games, is famous for releasing Love and Deepspace, a unique, ultra-realistic 3D interactive romance game that has topped the charts in regions worldwide while surpassing 10 million downloads …

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Papergames, the famous company behind the immensely successful “Nikki” and “Love” series, and the company behind Infold Games has announced the international brand launch of Infold Games. Infold Games, is famous for releasing Love and Deepspace, a unique, ultra-realistic 3D interactive romance game that has topped the charts in regions worldwide while surpassing 10 million downloads in progress.

Infold Games’ international brand launch will help bring unprecedented gaming experiences for global players

The international brand launch of Infold Games will help the developers operate as an overseas brand under the banner of Papergames. This would allow them to secure collaborations in diversified and innovative entertainment products. These collaborations are sure to open new pathways towards creativity and innovation leading to ultimately better titles being released.

Infold Games international launch, Infold Games
Image via Infold Games

Infold Games is keen on developing more high-end titles in the future under the tagline of “Empowering the world with creativity”. The developers have stated that they will be looking forward to active collaboration with global players and talent to promote the development of the entertainment industry.

Papergames alongside being involved in games is also actively involved in cultural and entertainment ventures. They have released a trailer for Nikki and the god of dreams and a couple of IP-derived comics and music. Tim Cook the CEO of Apple did visit China previously and commended Papergames for the smooth gameplay of the Nikki series and Love series.

Infold Games did conduct offline playtests for Nikki and Infinity Nikki in North America and Japan 

Infold Games did conduct offline playtests offline playtests for Nikki and Infinity Nikki in North America and Japan in May 2024. Many participants in the test expressed their love for the game and how much they liked the gameplay. Infold Games is based in Singapore and has established branches in various cities such as Los Angeles, Tokyo, Seoul, and Taipei. Now with the international launch, the company will try and expand its global network under the tagline of “Empowering the world with creativity”.

Shining Nikki second anniversary
Image via Papergames

The developers, Infold Games already have a roadmap set for the future releases of games, especially from some of their famous IPs, and now with the international launch the reach of these games will definitely increase with the company expanding its network in the industry.

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Sony could be expanding Playstation with free-to-play mobile titles https://gamingonphone.com/news/sony-could-be-expanding-playstation-with-free-to-play-mobile-titles/ https://gamingonphone.com/news/sony-could-be-expanding-playstation-with-free-to-play-mobile-titles/#respond Wed, 22 May 2024 20:00:43 +0000 https://gamingonphone.com/?p=392373 Playstation, the famous video gaming platform could very soon enter the mobile gaming industry with Sony eyeing a move to expand Playstation’s area of operation with free-to-play mobile games. If Sony develops their own PlayStation mobile gaming division, some of the classic PlayStation titles could very well make their way to mobile. Sony did acquire …

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Playstation, the famous video gaming platform could very soon enter the mobile gaming industry with Sony eyeing a move to expand Playstation’s area of operation with free-to-play mobile games. If Sony develops their own PlayStation mobile gaming division, some of the classic PlayStation titles could very well make their way to mobile.

Sony did acquire Savage Game Studios, to assist in managing the mobile studio department as the developers had experience working with some of the top names in the industry like Zynga, Supercell, RovioInsomniac, and a few more.

Sony’s latest job listing hints at PlayStation developing a new platform for mobile titles

As first reported by TweakTown, Sony Interactive has posted a new job posting requiring applications for a platform for ‘developing, publishing, and operating’ F2P mobile gaming titles. There were a couple of rumors about Playstation developing two AAA mobile titles, and it looks like the job listing could be regarding them. The titles were in the early stage of development back then as per rumors, and now with Sony moving forward with the mobile division, those rumors could be true.

Playstation Mobile, Playstation Mobile platform
Image via unsplash

The Mobile Gaming industry is a goldmine with a huge reach and potential, hence a lot of companies are eying to make a move in the industry. Not just Playstation, Microsoft is also on the move, with its Xbox mobile gaming app set to release in July 2024. With Sony’s move to mobile, fans can expect some of the biggest IPs to make a debut for mobile devices, with the company confirming that half of the new releases will be made for PC and Mobile platforms.

Playstion Mobile could potentially increase the quality of mobile games being released in the future

Sony has some of the greatest IPs ever to be released in their Arsenal and with their eagerness to expand to different platforms and acquire game studios to add expertise, the industry is only going to get more competitive. As gamers though we should have no complaints as it is only going to raise the quality of games that will be released and published by big-time developers in the industry.

Playstation Mobile, Playstation Mobile platform
Image via Sony Interactive

With titles such as Horizon: Zero Dawn, Days Gone, and many other exclusives in their arsenal it will be amazing to play their mobile adaptions if they get released. Sony is not the first big gaming giant to enter the mobile games market either as Nintendo has already brought a host of their famous IPs such as Mario Kart to smartphone devices.

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Midjiwan Interview delves into The Battle of Polytopia’s early days, concept stage, monetization strategies and more https://gamingonphone.com/interviews/midjiwan-interview-delves-into-the-battle-of-polytopias-early-days-concept-stage-monetization-strategies/ https://gamingonphone.com/interviews/midjiwan-interview-delves-into-the-battle-of-polytopias-early-days-concept-stage-monetization-strategies/#respond Sun, 19 May 2024 00:00:00 +0000 https://gamingonphone.com/?p=390752 The Battle of Polytopia is one of the popular 4X strategy titles available for mobile, and it has recently surpassed 20 million downloads on the small-screen platform. With the game hitting the 8th-year milestone, we at GamingonPhone had the opportunity to Interview Felix Ekenstam and Christian Lövstedt of Midjiwan to learn about the early days of the project, …

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The Battle of Polytopia is one of the popular 4X strategy titles available for mobile, and it has recently surpassed 20 million downloads on the small-screen platform. With the game hitting the 8th-year milestone, we at GamingonPhone had the opportunity to Interview Felix Ekenstam and Christian Lövstedt of Midjiwan to learn about the early days of the project, concept stage, monetization strategies, and more.

Felix Ekenstam is the developer and founder of Polytopia, a project he began in 2016. Initially working alone, Felix has dedicated himself to developing the project ever since. A few years ago, a small company was established around Polytopia, and it has since grown modestly. Felix prefers to keep the company small, and it currently has five employees.

Midjiwan Felix (Right) and Christian (Left) cover
Midjiwan’s Felix (left) and Christian (right) (Image via Midjiwan x Polytopia Interview)

Christian Lövstedt joined Polytopia in 2018, and by 2019, he took on the role of CEO. He is primarily responsible for the overall management and development of both the game and the company itself. Christian handles project management, marketing, and communication aspects of the games, ensuring the successful development and promotion of Politopia.

1. What inspired the creation of The Battle of Polytopia, and how did the concept evolve during development?

Felix: I started making it because I wanted to play this kind of game myself and I couldn’t find any games on my phone at the time. I played a lot of civilization when I was younger. and I wanted something similar to that but That would work on a phone and I know at that time. There weren’t even any Civilization games on the phone. But I think even they are not really working very well for the phone.

But what I did was to try to set out to see how I could distill that genre that type of game and try to boil it down to the essence of that job and to make it fit well on the phone and so I try to remove as much as possible and see what things really needed to make it fun. I think that was a good approach to it and a good way to create the game to make it as minimalistic get possible.

2. From a solo passion project to a multi-team studio, how was the journey? What was the size of the initial team and the current one?

Felix: It was actually harder than I thought because the game was quite successful from the start. I mean the company built its revenue, I never had any investors and I never needed any money to get it working. So it’s nice to not have to be worrying about money when you build a company. I tried to build it slowly and keep it small enough so it could carry itself economically.

Battle of Polytopia
Image via Midjiwan

But I think that the biggest challenge is to find good people. It’s hard and it takes a lot of time to find people and build a good team. I was happy to find Christian because he is the first one I hired and I think it’s quite uncommon, but it was very good. I think to make sure the first person you’re hiring is the CEO. I can just like everything because I want to make games. I don’t want to be negotiating.

Stuff you like that kind of making budgets and I think I wanted to games. I thought if you have money and you have a game then it’s just push a button and you have a studio, but it’s not like that. But now we’re in a really good position, we have a nice office that we just moved to.

3. The colorful low-poly pixel art visuals have also been part of the game’s success story and likeability, what was the reason behind picking the art style?

Felix: I wanted the art style to match this minimalistic approach. I had to do the game design. so I wanted to make a streamlined game and then I probably would be very suitable to have very streamlined Graphics as well. When you play a study game is important to be able to decode the map. So you look at the game and you should instantly see what’s going on.

I find that hard in earlier Civilization games, for example, it was easier because the graphics were very simple, but in modern Civilization or similar ones, the graphics are so detailed, that it’s hard to see what’s going on. One Warrior unit in it used to be like one guy, but now in a modern game, it’s a whole Army. So it is like dudes everywhere and lots of trees and mountains and I find that very annoying when you want to play a strategy game.

It should look like chess, exactly like this moved there and it’s very obvious where tiles start and end and stuff. So I think It’s very much to fit the game. But then I think it’s visually pleasing as well with low polygraphics, But it’s mostly to fit the gameplay. I would say.

Chrisitan: I would also say I think the Low Poly stylus helped the game to stand out from other strategy titles because it looks different as a very distinguished graphic look, which helped the game a lot.

Felix: It’s not only that it’s low poly, but it also has very colorful graphics compared to other games. That also helps with readability because the contrast is higher and there’s a big difference between grass on the ground and a red fruit and a blue unit or so. It also makes it look nicer and I think it’s more appealing to some of our audiences.

4. The game features different tribes, each with unique abilities. How did you approach designing these tribes, and what factors influenced their abilities and characteristics?

Felix: They’re loosely based on Earth. So I try to focus on the different biomes that are on Earth, so you have the cold places and you have the deserts and you have the jungles and you have all these kinds of different natures. I decided I didn’t want to give the types different hardcoded abilities. It’s just that they are all able to do all the same things with the same properties you get a head start in some direction in the tech tree based on what kind of biome you were in.

If you’re living close to the ocean, you already know how to fish when you start the game, and if you’re living in an area with a lot of fruits growing, how to take care of this fruit for your benefit. So all the tribes have the same kind of creatures and they have the same abilities, but they start in different kinds of natures.

The Battle of Polytopia Diplomacy Tech
Image via Midjiwan

I also wanted to try to make sure that everyone on Earth feels that there is a tribe that represents them in some and I noticed that people seem to like that a lot and they identify with different tribes because they are close to where they originally or if it’s just similar to what they want the world to be. I try to keep them as different as possible. but still close enough to Earth cultures to be so it’s possible for people to relate to them. So it’s not too weird.

Then we also introduced Special Tribes which at the moment. We only have three special tribes, and those are more based on mythology or the same type of creatures like they are a different type of species or something and they have very special abilities. I don’t base it on any Earthly Grace things. It’s more like we have one tribe, that’s more like Atlantis Myth.

5. Battle of Polytopia has garnered over 20 million downloads. Managing a substantial player base brings a sense of satisfaction, yet it also entails receiving a large amount of feedback, both positive and negative. How do you navigate and address this?

Christian: My brief reply is that we try to collect it and see if there are the important things that concern some faults in the game or something that is a defect then we consider that but most of becomes part of your game.

Felix: Yeah, I mean in the beginning when I launched the game I decided that I wanted to reply personally to every message. I got to know about the game and I managed to do what I didn’t know for a couple of months. It becomes overwhelming after some time. It’s kind of hard to keep up and now at the volumes we are now, I would say it’s probably impossible to read everything and so on.

Sometimes there is good feedback in there. But there are also just a lot of people who have a lot of thoughts about and that’s a big challenge. When you continuously begin this game doing stuff to it and I want to listen to the players and I want to hear what I saying, but everyone is saying different things and they have very strong opinions.

If I change something as always a few thousand people are really angry and a few thousand people are happy. So it’s quite hard to know. So I try to just trust my own instincts and trust my judgment of what’s good and what’s bad and try not to please. Other people because I think the game design is much harder than most people think.

6. We would like to know about the monetization strategies of Polytopia. The ad-free experience is something players love about it, but majorly we see IAPs as the primary way for revenue. Could you talk more about it?

Christian: I mean, I think that Politopia deliberately has a non-aggressive monetization design. We tried to be quite particular on that; it’s good value for money. You read if you buy something it’s something that you feel that it’s worth it and you get a good experience. The investment on what you can buy particularly in the mobile game is quite low price from 99 cents to $3.99 so you can’t spend that much money on the mobile game.

The Battle of Polytopia 20 million downloads
Image via Midjiwan

It’s right 32 dollars, then you can’t spend any more money. Everything you buy is non-consumable, which means you get to keep it as long as you keep the game on your phone. So, we’re quite particular in trying to make sure that we don’t over monetize or the game that the players are playing with a good purchase feeling when I purchase feeling and when you purchase something you have a good feeling what you enjoyed.

It’s worth what you paid for. On the other platforms where the business model is a little bit different. There are premium games on Steam and Switch. But also it’s not a very high-priced game. So we are pretty particular about that. Also, there’s no actual paywall. I mean there are four tribes for free in the mobile game and you can play it as long as you like. You don’t have to buy anything in the game if you don’t want to.

Felix: We don’t have any plans for it. We’ve had discussions with different IPS and resulted in anything that we’re going to release, but it can be quite fun to think about. I think it’s also important for us to try to keep our character, we built the world here it has a lot of lore. It has a lot of people who care about it and we have these characters tribes and there’s so much information and stuff in this world.

So, if we put Donald Duck in there or like SpongeBob or whatever then it’s gonna be weird. I think probably most IPS think that they have to take care of their brand and make sure that they carefully mix it with other IPS because it might get confusing and also might break that little fantasy world because we almost wanted to be real Polytopia and you want to be sacred in some way.

At the same time, it’s fun to talk to other brands and other games and imagine what you could do, although it hasn’t landed in anything yet.

8. Among the crowded and competitive mobile gaming industry (studios acquiring others or getting acquired), what strategy does Midjiwan employ to stand out and progress?

Christian: I think from a strategy pov, our strategy has been working around the community, interacting with the community, or doing things with a community like competitions and celebrating the various tribes every month. Having a close interaction with the community has been quite central to how it running and growing the game.

Secondly, we’ve been branching out to localize the game to more markets. Thirdly, we’ve been expanding the game to more platforms. So originally was only mobile now, it’s Steam, Switch, and also Tesla cars.

In addition, we try to add things good things to the game. For example, we added competitive features, you can play tournaments, we have added skins in the game and things that people can improve can buy for the company. You improve the player experience when you play the games with and in general, just update the game with new features inside the game improving the gameplay that’s been like the core things we’ve been working on.

(On being asked about acquisitions happening in the industry) Firstly, we have not been affected negatively lately, the game is still doing very well. We are a small studio, so financially in a good position.

Felix: I think the big answer is that we haven’t had any problems. But it’s also because we do business a little bit differently than other studios. we don’t rely that much on ads. We do buy some ads but very little compared to other bits, that’s also because our monetization strategy is not very aggressive.

Instead, we rely on making a good game that people love and they tell their friends about it. So, I mean that’s the overwhelming majority of our downloads. It’s just peer-to-peer stuff or I mean word of mouth and so on. We’re not that affected by if the economy goes up or download prices here and there and it’s just much more stable for us, trying to keep the game as good as possible.

9. The upcoming two years carry significant responsibility, particularly as you approach the milestone of a decade since launch. How do you intend to approach and navigate this period?

Felix: I think age is nothing but a number *laughs*. And I think that even when we released Polytopia, this game could have been made at any time. It could have been on Nintendo in the 80s. I don’t know if it doesn’t require any. Special technology or anything. It’s just a game. I love playing it myself and it doesn’t really matter if it was released one year ago or ten years ago. It’s still the same game and I don’t think it’s gonna feel old after.

Midjiwan Battle of Polytopia gameplay
Image via Midjiwan

Five years from now it’s already old; the technology isn’t spectacular in any way, it’s just a fun game. Also, I think that it lasts over time and on the interest, maybe if people stop using smartphones probably affect the game a lot because it’s a 2d game. Maybe if everybody got these really cool VR glasses they wouldn’t play in public.

Chrisitan: (On celebrating the 10th anniversary) We should celebrate it. Of course. We don’t have a plan for that big celebration. We did have a party a few years ago where we invited players and there were actually some players who came here to that party from other countries. I don’t know what we’re gonna do. Yeah,10 years is a cool milestone.

Felix: *smiles* Maybe it’s time to get a tattoo. I said I was gonna get a tattoo when we had more downloads than the population of Sweden right, but I didn’t do that. I don’t know why I kind of missed I didn’t want to check it out.

10. With the mythical land of Polytopia being a vast one, do you have thoughts on expanding the world of Polytopia? Can you share insights into the distribution and marketing strategies?

Christian: I mean we kind of play around that ideas like that all the time, but I think you can do it both ways. You could make a Polytopia using the Polytopia Game Engine and put that in some other world or another IP on it or you could use the politopia IP and make a movie or magazine or something like that.

I don’t know it’s not something that we plan around to try to focus on making the game really good. But of course, if you would reach out to us and be interested in doing something like that might be interesting. I mean, we do a lot of merchandise things I mean on proportionately.

We have a lot of merchandise for being here in quite a small studio. It’s because we really like that and we have our own little merchandise Factory where we make our stuff by hand and send it to people and that’s really fun. So maybe that is some of the creative output it’s into there. But other than that we try to really focus on the game. I think yeah.

11. The Battle of Polytopia has received several awards and accolades. How has this recognition impacted the studio’s brand reputation and business opportunities?

Christian: Yeah, I mean, it’s very good to have good reviews and good recognition from the industry. Of course, it’s super good, but I think still the actual game and the core gameplay are what’s most important that’s keeping players playing the game and getting new players to play the game.

Felix: I still kind of feel you usually say that I think we should have more players than we do actually because I think the game is really good. I mean, it should be more famous, especially in Sweden nobody knows about this game if all it happens sometimes in the industry, but if I tell someone in Sweden what I work with nobody ever heard of this game, so it’s not very big in Sweden that would have been good for us when we’re hiring and stuff.

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ByteDance eyes strengthening video gaming operations as it appoints new CEO for MOONTON https://gamingonphone.com/news/bytedance-eyes-strengthening-video-gaming-operations-as-it-appoints-new-ceo-for-moonton/ https://gamingonphone.com/news/bytedance-eyes-strengthening-video-gaming-operations-as-it-appoints-new-ceo-for-moonton/#respond Thu, 16 May 2024 16:15:00 +0000 https://gamingonphone.com/?p=390855 ByteDance, the company behind the popular video-sharing app TikTok and MOONTON Games, has chosen a new CEO for the creator of the popular game Mobile Legends: Bang Bang. Zhang Yunfan, formerly with Animal Rumble creator Perfect World, now heads the Shanghai-based studio, which ByteDance acquired in 2021. ByteDance has its ambitions to succeed in the gaming industry spearheaded …

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ByteDance, the company behind the popular video-sharing app TikTok and MOONTON Games, has chosen a new CEO for the creator of the popular game Mobile Legends: Bang Bang. Zhang Yunfan, formerly with Animal Rumble creator Perfect World, now heads the Shanghai-based studio, which ByteDance acquired in 2021.

ByteDance has its ambitions to succeed in the gaming industry spearheaded by MOONTON

If you did not know, ByteDance officially distanced itself from the gaming universe last year. The Chinese multimedia giant was looking for contracts with other game companies such as Tencent Games to sell its gaming assets including unreleased games that were in work, while also there were rumors of it actively seeking buyers for MOONTON which the company later denied.

ByteDance Tencent Cover
Image via ByteDance/Tencent

While they did sell two game studios to Tencent earlier this year in March, their effort continued with MOONTON. Now, after a year, it seems that with many divisions and branches gone, ByteDance can solely concentrate on the MLBB creator and hence invest more time and effort to push them into the next level.

Despite these changes that might have hindered the progress of going big in the industry, MOONTON’s commitment to the gaming industry remains strong. Mobile Legends: Bang Bang, launched in 2016, has been a major success, particularly in Southeast Asia. It ranks among the top Chinese mobile games globally and is popular in overseas markets, and this is something ByteDance doesn’t want to miss.

Mobile Legends November 2022 Starlight Pass
Image via MOONTON Games

As reported by Bloomberg, with this new leadership and ByteDance’s strategic shift with a new CEO at the helm, MOONTON looks set to continue its success in the gaming world, and in my opinion, sure, they are heading the right way. Sure, there might not be that big push given ByteDance discarded the majority of its studios, but with MLBB, it is a huge control over the MOBA market.

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Ubisoft expects a strong FY25 with 5 titles including The Division Resurgence and Rainbow Six Mobile https://gamingonphone.com/news/ubisoft-expects-a-strong-fy25-with-5-titles-including-the-division-resurgence-and-rainbow-six-mobile/ https://gamingonphone.com/news/ubisoft-expects-a-strong-fy25-with-5-titles-including-the-division-resurgence-and-rainbow-six-mobile/#respond Thu, 16 May 2024 06:00:00 +0000 https://gamingonphone.com/?p=390681 Ubisoft, coming off a fantastic financial Fiscal Year FY24, is eyeing a bigger picture in FY25. With 5 titles including third-person shooter title The Division Resurgence and CQB title Rainbow Six Mobile, Ubisoft aims to bank on the anticipated titles to get even bigger returns. Ubisoft garnered amazing numbers in its FY24 In the financial reports, in FY24, …

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Ubisoft, coming off a fantastic financial Fiscal Year FY24, is eyeing a bigger picture in FY25. With 5 titles including third-person shooter title The Division Resurgence and CQB title Rainbow Six Mobile, Ubisoft aims to bank on the anticipated titles to get even bigger returns.

Ubisoft garnered amazing numbers in its FY24

In the financial reports, in FY24, Ubisoft reported record annual and Q4 net bookings, where net bookings equaled €2,231.4 million for the full year, with a 33.5% increase over the prior FY—in that total, digital net bookings made up €1,987.7 million, up 33.9% on a year ago. Back-catalog net bookings surged to €1,498.1 million with a year-on-year increase of 49.2%.

Ubisoft FY24 Key Highlights
Image via Ubisoft

In its keynotes, Ubisoft called out the performance of the Rainbow Six Siege and Assassin’s Creed franchises, both of which boast fan bases of over 30 million unique active players. Well, the talking points come with Ubisoft pointing out its strategy of emphasizing two core verticals: Open World Adventures and Games as a Service (GaaS)–native experiences.

The company is trying to use its established franchises like Assassin’s Creed and Far Cry to regain leadership in the Open World Adventure segment, which has a market of €25 billion and is expected to grow in coming years. Additionally, they aim to maximize the secure key markets and expand through multiplayer and mobile gaming.

Mobile titles to play a pivotal role in FY25 success for Ubisoft

As for Q1 and FY25 ambitions, Ubisoft expects solid net bookings growth and a slight increase in non-IFRS operating income, driven by a strong lineup of free-to-play titles, including XDefiant, The Division Resurgence and Rainbow Six Mobile with the latter two hitting small screens with the premium console ones such as Star Wars Outlaws and Assassin’s Creed Shadows.

Rainbow Six mobile, Rainbow Six Mobile announced, Rainbow 6 siege mobile, Rainbow Six Mobile alpha test, Rainbow Six Mobile second beta test, Rainbow Six Mobile soft launch roll out
Image via Ubisoft

With these reports, it’s evident that Ubisoft views mobile gaming as a lucrative opportunity. This brings to my mind Ubisoft CEO Yves Guillemot’s mention of developing their own AAA mobile games and recognizing the untapped potential of the mobile market during Ubisoft Forward 2023. With a clear vision in place, improved results can be anticipated in the next report.

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SPARK 2024: Tencent Games’ annual conference is officially scheduled to take place on May 28, 2024 https://gamingonphone.com/news/spark-2024-tencents-games-annual-conference-is-officially-scheduled-to-take-place-on-may-28-2024/ https://gamingonphone.com/news/spark-2024-tencents-games-annual-conference-is-officially-scheduled-to-take-place-on-may-28-2024/#respond Wed, 15 May 2024 16:00:00 +0000 https://gamingonphone.com/?p=390607 The Spark 2024, Tencent Games‘ annual gaming conference is now officially scheduled to take place on May 28, 2024. The conference is well-known in the gaming industry as Tencent discusses the trends of the industry and also gives updates on future releases and what the fans can expect from their future titles. The conference will …

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The Spark 2024, Tencent Games‘ annual gaming conference is now officially scheduled to take place on May 28, 2024. The conference is well-known in the gaming industry as Tencent discusses the trends of the industry and also gives updates on future releases and what the fans can expect from their future titles.

The conference will be a great opportunity for fans and gamers alike to get updates regarding some of Tencent’s anticipated titles

Spark conferences are keenly awaited by fans and video gaming industry observers as they focus on some very interesting and intriguing topics in the industry. The conference does not just focus on new releases but also lays some spotlight on the industry trends, technologies being used and what extra can be done for an innovative approach towards gaming.

SPARK 2024 conference, SPARK 2024
Image via Unsplash

The intellectual discussions on innovation and technological updates have seen an increased amount of participation from not just game developers but also from prominent investors and entrepreneurs from all over the globe.

In the past, Tencent’s top-tier titles have been highlighted in the conferences, the same can be expected this year around. Last year in SPARK 2023, apart from the release of some of the hit titles, focussed on the social value of gaming as they highlighted how using the advanced technology used in gaming they can innovatively add social value to the games and contribute to society.

Although the message of this year’s SPARK 2024 conference is not known yet, we can be sure of some of the famous and hit titles of Tencent being announced for release. As per the news, Dungeon & Fighter: Origins, Delta Force: Hawk Ops, Need for Speed: Assemble and many other anticipated titles can be showcased in the upcoming conference.

SPARK 2024 will be live on May 28th, 2024 at 20:00 local time

The event will take place at 20:00 Chinese Standard Time on May 28th, 2024. New updates related to the gaming industry and upcoming titles are sure to be shared by Tencent at the conference.

Tencent 7 games event, Tencent lawsuit Aidai
Image via Tencent

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Gamelight delivers an impressive 213% ROAS growth for JOYCITY’s Gunship Battle: Total Warfare https://gamingonphone.com/news/gamelight-delivers-an-impressive-213-roas-growth-for-joycitys-gunship-battle-total-warfare/ https://gamingonphone.com/news/gamelight-delivers-an-impressive-213-roas-growth-for-joycitys-gunship-battle-total-warfare/#respond Wed, 15 May 2024 14:00:00 +0000 https://gamingonphone.com/?p=390555 Mobile game publisher JOYCITY partnered with Gamelight, a leading rewarded marketing platform to promote their strategy game Gunship Battle: Total Warfare. The aim was to scale the mobile game in both Japan and The UK using the Gamelight game recommendation platform to reach both short-term and long-term ROAS objectives. Gunship Battle: Total Warfare is an …

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Mobile game publisher JOYCITY partnered with Gamelight, a leading rewarded marketing platform to promote their strategy game Gunship Battle: Total Warfare. The aim was to scale the mobile game in both Japan and The UK using the Gamelight game recommendation platform to reach both short-term and long-term ROAS objectives.

Gunship Battle: Total Warfare is an MMO Strategy game using the IP of Gunship Battle that challenges you to plough through expansive seas to find and attack enemy ships and planes. If you want to experience intense battles in the open sea, this game will provide you with a high dosage of thrill and action. One of the strongest aspects of Gunship Battle: Total Warfare is its super-detailed 3D visuals.

Gamelight made use of its superior AI algorithm during the promotion campaign

During the campaign, a strategy was implemented that combined Gamelight’s AI algorithm with open targeting. This approach allowed for vast amounts of data input into the algorithm, which helps to reach new audiences effectively. The algorithm was designed to connect with users who are most likely to engage and convert.

Gamelight-Gunship-Battle-Total-Warfare-Promotion-Campaign
Image via Gamelight

The algorithm focused on key performance indicators such as Return on Advertising Spend (ROAS), Average Revenue Per User (ARPU), Engagement Rate, and Retention Rate, which were crucial for the success of the promoted titles. The ROAS D30 goal for both JP and the UK was to reach 26.05% in their separate geos.

Gamelight as we know, stands as the world’s largest rewarded mobile marketing platform. Their acclaimed AI algorithm delves into user behaviors, playing patterns, and demographic data to customize game recommendations for players with similar interests. This tailored approach not only enriches the gaming experience but also drives optimal ROAS, ARPU, and retention rates for their partners.

JOYCITY experienced a massive ROAS boost as a result of Gamelight’s effort

By integrating the AI algorithm with open targeting,  a substantial overperformance was observed in ROAS across the two markets over 30 days. The AI-driven approach proved particularly effective in Japan, where a D30 ROAS of 38.71% was achieved, surpassing the initial target by 48%.

JoyCity-Gamelight-Gunship-Battle-Total-Warfare-Campaign-Result
Image via Gamelight

In the UK, the performance was equally impressive, with a D30 ROAS of 35.37%, exceeding the goal by 35.78%. These results clearly show how the personalized algorithm helped optimize advertising spending and how effectively the platform adapted its targeting to meet campaign goals.

The platform also managed to achieve outstanding growth rates from Day 7 to Day 30. In Japan, a ROAS growth of 213% was observed, indicating a significant uptick in advertising effectiveness as the campaign matured. Similarly, the UK showed a robust growth of 143%. These figures illustrate the strength of the data sets and continuous learning, which significantly enhances user engagement and conversion over time.

Conclusion

Gamelight successfully promoted JOYCITY’s title, Gunship Battle: Total Warfare, achieving exceptional growth from Day 7 to Day 30, with a 213% increase in Japan and a 143% increase in the UK. Leveraging Gamelight’s advanced AI algorithm, the campaign not only surpassed significant ROAS milestones but also effectively engaged the target audience.

The strategic use of data-driven insights and tailored game recommendations significantly enhanced user engagement, contributing to outstanding campaign results. Additionally, JOYCITY is continuously developing and researching new technologies based on the recent campaign results, production, development optimization, as well as operation and service advancement. If you are further interested in Gamelight’s full case study on the campaign, you may visit the official website here.

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GamingonPhone occasionally partners with developers, companies, and other industry organizations for specially commissioned articles that align with our editorial standards and the interest of the readers. If you want to know how we can work together, please do not hesitate to get in touch.

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Xsolla unveils “The State of Play” Spring 2024 report focused on the future of Gaming and Game Development https://gamingonphone.com/news/xsolla-unveils-the-state-of-play-spring-2024-report/ https://gamingonphone.com/news/xsolla-unveils-the-state-of-play-spring-2024-report/#respond Wed, 15 May 2024 12:00:00 +0000 https://gamingonphone.com/?p=390565 Xsolla, a global video game commerce company, has published the Spring 2024 edition of The Xsolla Report: The State of Play following its Winter edition in the same year. This report, published right after the Game Developers Conference (GDC) 2024 shares a detailed summary of the latest changes and key developments that are going to …

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Xsolla, a global video game commerce company, has published the Spring 2024 edition of The Xsolla Report: The State of Play following its Winter edition in the same year. This report, published right after the Game Developers Conference (GDC) 2024 shares a detailed summary of the latest changes and key developments that are going to bring a change in the gaming industry in both the short and long run.

From the info known to us, mobile games holds a share of 49% of the global gaming market as of July 2023, the trends are always different. We have also read that despite having this massive share in the global games industry, Mobile Game developers pivoting to PC and Console, and challenges faced in the industry are something to look deeply into, and the report hits that sweet spot.

The State of Play Spring 2024 edition brings plenty of topics to delve into

Focusing on the same vast market, this edition delves into the changing landscape of mobile gaming, covering topics such as regulatory developments, new ways to engage players, and innovation in monetization models. To add, the Xsolla report has gone in-depth into the investment landscape of the gaming industry, including funding trends, mergers, and acquisitions.

The Spring 2024 edition of The State of Play also highlights the rising importance of academia in driving growth and diversity within the gaming industry. It gives you important points on the role of educational programs in fostering talent and inclusivity, focusing on the relationship between the gaming industry and academia.

Xsolla Web Shop 2.0
Image via Xsolla

Before their The State of Play Winter 2024 report which focused on current trends and future forecasts, Xsolla also unveiled Web Shop 2.0, an online store template designed to facilitate web transactions within just 24 hours and Cross-Play and Cross-Pay, an innovative strategy for monetizing mobile games. In 2023, they launched Xsolla Mall, which facilitates creating multiple landing pages for video games.

Now, I’m sure there are a lot of enthusiasts looking forward to getting insights on the mobile gaming industry and hence reading numerous reports, and this brings a change to do the same. If you are among the ones, you can head over to the official website and get an eye opener for the future of gaming and its development.

Sponsored Post Disclaimer

GamingonPhone occasionally partners with developers, companies, and other industry organizations for specially commissioned articles that align with our editorial standards and the interest of the readers. If you want to know how we can work together, please do not hesitate to get in touch.

What are your thoughts on the Xsolla: The State of Play Spring report for 2024? Let us know in the comment section below!

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Balancing Motherhood and Careers – Games Industry Pros speak out on International Mother’s Day 2024 https://gamingonphone.com/news/games-industry-pros-speak-out-on-international-mothers-day-2024/ https://gamingonphone.com/news/games-industry-pros-speak-out-on-international-mothers-day-2024/#respond Sun, 12 May 2024 12:00:55 +0000 https://gamingonphone.com/?p=389413 Mother’s Day is observed worldwide, and the games industry is no different in 2024. We’ve talked with working mothers in the video game sector to understand how they navigate the delicate balance of childcare, family responsibilities, and professional obligations. We asked them “How do you manage the demands of motherhood alongside your career and personal …

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Mother’s Day is observed worldwide, and the games industry is no different in 2024. We’ve talked with working mothers in the video game sector to understand how they navigate the delicate balance of childcare, family responsibilities, and professional obligations.

We asked them “How do you manage the demands of motherhood alongside your career and personal gaming pursuits? Does gaming offer you relaxation or serve as an escape?” and here’s what everyone answered on this Mother’s Day 2024.

Kelly Chiew, Head of Overseas Public Relations, MOONTON Games

Kelly Chiew, Kelly chiew Li Ming
Kelly Chiew, Head of Overseas Public Relations, MOONTON Games

There’s always a give or take when it comes to balancing motherhood, work, and gaming. I am definitely playing games, but the hours are a far cry from my college and tertiary days. But having a child has its own set of joys which I would not trade for anything else. But I do look forward to the day when my child grows up and learns to play games together.

Valentina Bailly, Team Lead of Business Development, Gamelight

Valentina Baily
Valentina Baily, Team Lead of BD, Gamelight

Being a mom and working full-time is challenging but praising. It demands a lot of multitasking and stress resistance. From my experience, parenting and leading a sales team made me very organized, as I can’t let down my colleagues and my 8-year-old son. Keeping all school events, work meetings, household, doctor appointments, etc … can make your head explode, so scheduling and planning is the key.

Gaming is a sweet escape for me from a family life. However, if it were only work, my life wouldn’t be complete without my son.

Manva Hunswadkar, PR Lead, KRAFTON India

Manva Hunswadker, KRAFTON India PR manager, Mother's Day 2024
Manva Hunswadker, PR Lead, KRAFTON India

Balancing motherhood with my professional life is a rewarding challenge. Having a well-planned schedule is crucial for managing both efficiently. Working at KRAFTON India has significantly enhanced my skills. The company fosters an inclusive environment, especially supportive of working mothers like me, enabling us to thrive and advance steadily.

As for gaming, it helps me recharge and sharpen my focus to tackle my responsibilities. It is a great way to refresh and rejuvenate.

Lucy Jo, Regional Marketing Director, APAC, Xsolla

Lucy Jo, mother's day 2024
Lucy Jo, Regional Marketing Director, APAC, Xsolla

I think it’s nearly impossible to perfectly balance the roles of both a mother and an employee. However, I feel extremely fortunate because I have strong support from my family, allowing me to do the things I love without too much stress.

I usually play mobile games for a bit before bed, after finishing all my parenting and work responsibilities. Through gaming, I find some comfort and a temporary escape from stressful or difficult memories.

Taruna Arora, Country Manager (India), People & Culture, Keywords Studios

Taruna Arora
Taruna Arora, Country Manager, People & Culture, Keywords Studios

This Mother’s Day 2024, I reflect on balancing motherhood, career, and personal joy. Prioritizing, time
management, and effective communication have guided me throughout my journey. Involving my daughter in decisions and explaining responsibilities has eased this challenge. Gaming strengthens our relationship, despite a hectic schedule.

I ensure to spend quality time with her, setting gaming limits and guiding her on time management. While gaming may not relax me, it connects me with her on a deeper level. Setting boundaries and saying no to activities not aligning with priorities has been crucial. Self-care is essential for balancing various aspects of life. Here’s to all mothers, celebrating the chaos of motherhood and finding joy in the challenges. Happy Mother’s Day!

Damini Pawha, Co-Founder & CEO, Appsoleut Games

Damini Pawha
Damini Pawha, Co-Founder & CEO, Appsoleut Games

Balancing motherhood and a career can be quite challenging. Embracing a flexible work schedule, setting realistic expectations, and prioritizing self-care can help navigate the juggling act of parenting and pursuing a career in gaming.

What works well for me is having a daily routine with my son and enjoying my time with him along with fulfilling his daily needs. I try to be present mentally and emotionally in whatever I am doing, whether that’s brainstorming business strategies, planning a new game, or being available to my son.

Gaming has been my solace since I was a child. Playing games transports me to a different world, relaxes me, and helps me uplift my mood. It’s actually my way of giving myself a mental break from the stresses of the day!

Mariela Tzvetanova, CBDO, Imperia Online

Mariela Tzvetanova
Mariela Tzvetanova, CBDO, Imperia Online

Balancing motherhood with a demanding career and personal interests in gaming is about finding harmony between all aspects of life. Gaming, especially with my 2 kids and my husband, who is also a gamer, becomes a shared activity that not only allows for relaxation but also strengthens our family bond. It offers a delightful escape where I can decompress and recharge.

Effective time management and prioritizing family time are key and lots of help from our kids’ grandparents and aunties. This approach helps maintain a fulfilling professional life while ensuring personal and family well-being.

What are your thoughts on the insights shared by the professionals on this occasion of International Mother’s Day 2024? Let us know in the comments.

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Microsoft to launch Xbox Mobile Gaming App Store this July 2024 https://gamingonphone.com/news/microsoft-to-launch-xbox-mobile-gaming-app-store-this-july-2024/ https://gamingonphone.com/news/microsoft-to-launch-xbox-mobile-gaming-app-store-this-july-2024/#respond Fri, 10 May 2024 04:00:00 +0000 https://gamingonphone.com/?p=389305 Microsoft has announced that their highly anticipated Xbox Mobile Games App Store is set to launch this July 2024. This aligns with the announcement back in March last year that Microsoft was planning to launch its ambitious Mobile Gaming App Store in 2024. The Xbox Mobile Gaming App Store will have a ‘gamer first’ approach Speaking at the Bloomberg Tech …

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Microsoft has announced that their highly anticipated Xbox Mobile Games App Store is set to launch this July 2024. This aligns with the announcement back in March last year that Microsoft was planning to launch its ambitious Mobile Gaming App Store in 2024.

The Xbox Mobile Gaming App Store will have a ‘gamer first’ approach

Speaking at the Bloomberg Tech Summit, Microsoft’s Xbox President Sarah Bond confirmed that the tech giant will be bringing its mobile store and starting their first-party portfolio with games like Candy Crush and Minecraft showing up in that experience. “We will extend this capability to partners so that they can also take advantage of it and have a true cross-platform gaming-centric experience”, Sarah added.

In October 2022, Microsoft unveiled plans to introduce the Xbox Games App Store on mobile platforms, aiming to compete with the established dominance of Google and Apple’s stores in the gaming market. It was said that they will rely on the recently acquired Activision Blizzard title Call of Duty: Mobile and King’s Candy Crush Saga for creating a healthy gaming experience.

Microsoft’s decision to enter the market of mobile gaming directly aligns with the recent enactment of the European Union’s Digital Markets Act, which allows tech companies to set up their direct-to-consumer web stores that could avoid the charges of Apple and Google, while the former’s 30% fee for apps and in-app purchases is highly debated with Epic vs Apple being one of the most controversial cases currently.

Xbox next gen console
Image via Xbox

With its launch, the Xbox Mobile App Store will be joining the Epic Games Store which is scheduled to release by the end of 2024. I see the ‘gamer first’ approach of the Xbox Gaming Store, as affirmed by the Microsoft Gaming CEO, could potentially be a significant benefit for players.

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