More developers have entered games for Casual Connect USA Indie Prize. These include Guilt Battle Arena from Invincible Cat in Canada, duOS from Team duOS in the United States, Iron Tides from Crash Wave Games in Canada, Light Tracer from Oasis Games/Void Dimensions in China, Vidar from Razbury Games in the United States, Don’t Kill the Knight from Penguin Spot Games Ltd in Brazil and eQuiz from SilverMotion, Inc. in the United States.
By Hernan Lopez, Casual Connect Goodwill Ambassador of LATAM
If you are planning to explore LATAM and you like the good weather, friendly people and business opportunities, I heavily recommend you check out the BIG Festival in Sao Paulo, Brazil. BIG Festival is one of the (if not THE) biggest video game conference in Latin America, with a lot of business-oriented lectures, exclusive showcase, important prizes, a good matchmaking tool, plenty of meeting tables, a lovely mingle area –
but the most importantly, a well balanced cocktail of people from the video gamse industry looking to do business.
David Mohr is the General Manager at GAMEVIL COM2US Europe. They manage the European operations for Korean parent companies GAMEVIL and COM2US and are responsible for localization, community management, customer support and business development in the region.
“We also provide a lot of marketing and PR support for GAMEVIL and COM2US titles, Summoners War being a very high priority,” David said. “I was very fortunate to meet Kyu Lee, the president of GAMEVIL USA, at Gamescom a few years back, and everything started from there.”
“I really enjoy working for a Korean company and being in close contact with our U. S. and Korean operations on a daily basis,” David added. “It’s great to be connected with so many people all across the world.”
By Ivana Crnjak of AskGamblers.com
In terms of online gaming, social gaming has been present in our lives for quite some time. Due to the popularity of social games, certain people may even have the feeling the term social gaming has been around for as long as the Internet itself. However, that’s not quite true. This article will cover the differences and similarities between social gaming and online gambling, as well as some of their advantages and disadvantages from a developer standpoint.
By Nazgum, Founder, ManaKeep
Ever since 2008 and the release of Braid and Spelunky, indie games have been gaining in popularity fast. Really fast! And with how accessible it has become to create and sell an indie game, the space is more than a little crowded. To have your game get noticed nowadays requires a strong marketing effort, and at the heart of that effort should be your games website.
By Tsahi Levy, CMO, CoolaData
Today’s mobile gaming industry is thriving, with a rapidly growing number of players across the globe. According to Newzoo‘s Global Games Market Report, 2.2 billion gamers are expected to generate $108.9 billion in 2017, an increase of 7.8% compared to 2016. Mobile games are a marvel of code, challenging gaming operators at different levels: Dev teams must constantly deliver bigger and more complex updates, develop highly personalized systems, and keep up with trends like VR and synchronous multiplayer. Marketing teams are faced with high churn rates, and need to familiarize themselves with multiple user profiles, from whales through FTDs to annoying bonus abusers.
By Valentina Ferrari, Consultant, Executive Search
Based on the reports of several intelligence forecasts, the virtual reality (VR) industry is growing strong and is only likely to become stronger in the future. For instance, according to Greenlight Insights – the global leader in virtual reality and augmented reality market intelligence – by the end of 2017, global VR revenues will reach over $7 billion and, by the year 2021, revenues will skyrocket to a total of nearly $75 billion.
This is a very bold prediction and one that not everyone is buying into. According to an article by Todd Spangler on Variety, Spangler – a NY Digital Editor – is highly skeptical that VR will ever hit mainstream because he believes that for most regular non-tech and non “bleeding-edge creative” people (the vast majority of us), while virtual reality is fun and enjoyable, it simply isn’t a must-have product the average person needs or wants in their home.
The Roadblocks of VR Mainstream Success
In addition to Spangler’s belief that most people aren’t likely to make VR a part of their staple entertainment diet, he also points out that Millennial and Gen Z consumers (the demographics most likely to jump on the VR bandwagon) have short attention spans. This could be a problem, considering – at the moment – immersive VR entertainment experiences require the user to wear a VR headset, demanding their full and undivided attention.
Why might this be problematic? Spangler points out that according to Deloitte’s 2017 “Digital Democracy Survey”, 99% of Millenial and Gen Z viewers take part in an average of four additional activities (e.g. texting, social media, shopping, etc.) while watching TV.
With roadblocks such as these, Spangler doesn’t see how virtual reality could “deliver enough bang for the buck to ever become a mass consumer market.”
Several Industries are embracing VR
Although the NY Digital Editor has made some valid points, the fact remains that there are several industries rushing to embrace VR. In addition to gaming, some of these include: Retail, Advertising, News, Music, Hollywood Films, Adult Entertainment, Travel, Space Travel, and Health Care.
Even the gambling industry is seeing the “casino connection” between gaming and VR, noting the many ways that it can make use of the tech to enhance the experience of customers in the land-based gambling arena. More specifically, VR may benefit the rise of skill-based gaming and the inclusion of VR booths could entice non-casino gamers into the casino.
Moreover, it’s not just the land-based casino market that’s latching on to the idea of an immersive gambling experience. An in-depth look at VR casino games, reveals that virtual reality and gambling is a growing trend among casino operators (e.g. SlotsMillion) and software developers (e.g. NetEnt, Microgaming and Lucky VR) alike.
Huge investments are being made in Virtual Reality
It’s no secret that giant corporations like Facebook, Samsung and Google (each of which have their own VR headsets) are making massive investments in the industry to evolve their own products and customer base. In fact, earlier this year, Co-founder of Facebook, Mark Zuckerberg, said that Facebook plans to invest more than $3 billion over the next 10 years in VR to bring the experience to hundreds of millions of users.
With so many diverse industries taking a step in the VR world, experts in these sectors clearly feel that the possibilities virtual reality has to offer are worth the risk of exploration and investment. Such a broad interest says something positive about the future adoption of this tech.
The bottom line is due to the fact that virtual reality entertainment is still in its very early stages, it is impossible for anyone to know if it will one day garner mainstream success. Still, positive predictions about the industry, huge corporations investing billions into the VR market, and more industries embracing virtual reality, could be a sign that there’s more to VR than it being a hyped-up short-lived fad.
By Eve Watson
Most free-to-play (F2P) mobile game developers have two major goals. The first is to create a really good game. The second is to implement an optimal monetization system to generate maximum revenue. In order to achieve these goals, developers require a good game economy.
By Mike McCann, Creative Director OF Bus Beat Down, GoRound Games
It got me thinking… I like my job. But the commute? Not so much. And if there’s one thing that’s even worse than the wearisome ride, it’s having to share it with so many inconsiderate boobs. I’ll admit, thoughts of thwarting them has at times consumed me. Having commiserated with an army of like-minded commuters at the Park & Ride, it was plain to see I’m not alone in that sentiment. Yet we suffer through it, quietly wishing for a way to avenge the jerks… without getting arrested. That insight inspired the concept for Bus Beat Down. And that army of like-minded commuters may just be a built-in market that’s ready made for this project.
By Irene Yang, Director of Business Development for APAC, Mobvista
Ad fraud costs the industry an estimated $8.2 billion per year. As a medium that sees some of the highest amount of time spent on mobile, games are one of the biggest targets for fraudsters.