MarketLine Blog

Posts about Gaming

Micro-transactions dominating the gaming industry: Gambling becoming a major issue

MarketLine

Micro-transactions have dominated the gaming industry in recent years, largely due to their ability to generate an income for games developers throughout the life-span of a game, rather than being dependent on the one-off payment at the point of sale. This new model facilitated revenues to sharply increase and has begun a new wave of ‘free-to-play’ games, whereby developers make profits based upon the additional features players can purchase within the game. From a business perspective in-game purchases have been a tremendous success; some companies have doubled their profits. However,… Read more

Australian bookmakers under pressure as new legislation hits hard

MarketLine

Online gambling is incredibly popular in Australia with around 80% of Australians gambling at least once a year. Adults in Australia gamble more per capita than any other nation in the world, an average of $976.50 per adult. That is 40% higher than Singapore, the runner-up, and around double the average in other Western countries. The existing loopholes in the gambling law created a gray area allowing almost every form of online gambling. This has attracted many of the world’s top online gambling sites, as well as illegal operators to… Read more

UK Gambling Restrictions: Proposed changes to gambling limits are the wrong approach to a very real problem

MarketLine

The Department for Digital, Culture, Media & Sport, supported by a proposal from the UK Gambling Commission, announced plans on October 31, 2017 to cut the maximum bet that can be made at B2 gaming machines, often known as fixed-odds betting terminals by more than half, from its current level of £100 ($131) to a level around £20-30 ($26-$39). At present a consumer could theoretically bet – and lose – up to £18,000 ($23,600) in one hour on a B2 machine. The government is also considering an increase in the… Read more

eSports continues to grow in popularity: However challenges like match-fixing amplify the need for more regulatory bodies

MarketLine

eSports has grown at an impressive pace in recent years, and this rise has attracted the interest of globally recognized sponsors and sporting clubs. As the speed of internet has increased as have broadband connectivity levels, and the ease of playing games online has substantially increased. Sensing this opportunity brands like Intel and Red Bull as well as sporting clubs like Paris Saint-Germain and the Philadelphia 76ers have entered eSports as sponsors. However as the popularity of eSports has increased, so have the challenges it faces. One notable example is… Read more

GAME Digital: How the cyclical console release pattern is stifling GAME’s growth

MarketLine

The video game industry across the West is incredibly cyclical, with regular console releases every seven to eight years providing very large revenues to major players and carrying them through the period in-between releases. However a shift in the console market, with console developers choosing to release completely new consoles at a slower rate and instead releasing interim consoles (such as Sony’s PlayStation 4 Pro), has hurt GAME Digital, a company only recent out of administration. It’s profit warning announced on June 30, the result of Nintendo’s decision to prioritize… Read more

Samsung S8 follows the Note 7: A smarter choice

MarketLine

The mobile phone market is extremely competitive and in order to retain customers, companies need to provide them with the best products and also a good level of security and customer service. Samsung is attempting to recoup its losses from the Note 7 from 2016 after it was recalled and ceased manufacturing with its latest release the Samsung Galaxy S8. The fear for Samsung is that it will not only be facing competition from the market but also from its customers whose trust has been put to the test in… Read more

Educational Applications: The price of learning

MarketLine

The educational applications business is a multi-billion dollar industry which is growing yearly. Education is seen as a necessary part of life and has provided society with new ideas and has assisted in growth. The increased reach of internet and the technological boom has opened education back into the home to help make parents feel more included. This has reduced the strain on teachers and has helped teach children in the digital environment, along with traditional education, which will help accustom them growing digital trends. Increased hand-eye coordination and better… Read more

Netflix competition: Not a chill environment

MarketLine

Growing from a DVD rental/ selling service in 1997, Netflix today has become one of the leading companies in the online streaming market. Netflix has benefitted greatly from the increased range and depth of broadband internet. The global reach of Netflix and its competitors serve to increase rivalry.  Gaming systems which now incorporate applications into their systems present new and growing opportunities and potential dangers for Netflix. The increased advertisements from gaming systems can help recruit more customers which is also an opportunity for competitors of Netflix. Netflix, as one… Read more

Nintendo Switch: The Wii U version 2.0

MarketLine

Historically, Nintendo has been the primary supplier of handheld consoles, a tradition it is hoping to carry forward with its new release, the Nintendo Switch, in March 2017. The ideology of Nintendo focuses primarily on its franchises, with Zelda and Mario being two of its best known titles. The Nintendo Switch is up against very fierce competition with mobile gaming, but with the nostalgia value for parents, the Switch is potentially going to profit from this factor and recuperate some of the losses from the Wii U. The advanced technology… Read more

Star Wars Franchise: Skyrocketing into the future

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Historically hundreds of films have been produced with a range of missions or storylines. Star Wars is a huge franchise which first graced screens in 1977 with Star Wars Episode IV: A New Hope. This Space Opera was written and directed by George Lucas. This was then followed by episodes V and VI before then returning to episodes I, II and III which are widely deemed as inferior to the original three films. These films however are each a part of a massive immersive world with a number of characters… Read more

Remastered games: the price of nostalgia

MarketLine

Historically hundreds of games have been produced with a range of missions or goals to be achieved. It is a shame when these games are forgotten or when a game disk breaks or is scratched and can no longer be played. This has led to games appearing on later consoles, being able to buy the original games for a discount price. The focus of this article is on the recent announcement of the remastering of the original Crash Bandicoot games for PS4, the continuation of games such as Spyro the… Read more

Pokemon Go: what? Nintendo is evolving!

MarketLine

Pokemon Go, a smartphone game built on augmented reality using Google Maps, has become a global craze following its staggered release across several countries. Despite technical difficulties and bizarre news stories regarding usage, downloads are estimated in the millions and the fad shows no signs of abating. Nintendo seemed to prosper from the interest, with investors driving share prices up until Friday when it suffered its biggest drop since the 1990s. The decline was prompted by a statement released by Nintendo following the game’s launch in Japan, stating that it… Read more

VR: Virtual insanity is what we’re living in

MarketLine

In June 2012, Oculus VR, LLC was founded. Based in California, US, it was formed as a virtual reality technology company, and launched a Kickstarter campaign to fund development of their proposed virtual reality headset device. The company announced that backers who pledged $300 or more would be “rewarded” with the first development release of the headset, which was shipped to them in March 2013 (although the original date was December 2012). The intended amount Oculus wanted to raise was $250,000, but ended up raising over $2.4 million. Thus began… Read more