Today’s gamers play everywhere and at all times during the day, says Peter Driessen*. They might start on their smartphones while commuting to work, continue on their desktop or laptop during the day, and go on playing on their tablets at home in the evening.
SAN FRANCISCO, (Reuters) - Ouya's $99 Android videogame console goes on sale on Tuesday, the latest attempt by a growing crop of niche hardware makers to chip away at a market dominated by Sony Corp, Microsoft Corp and Nintendo Co Ltd.
The explosion of casual gaming and mobile devices is pointing towards a perfect storm for advertisers, says Oscar Diele*. Stats from comScore show that of the entire online population of 1.5 billion people, on average 645 million – or 41.5% –play online games.
Launched in 2012, Sony Corp (ADR)’s (NYSE:SNE) PlayStation Mobile is coming to a complete halt due to its failure to gain substantial traction. The company has decided to stop distributing content for the platform from July 15.
Online gaming delivers mass-market appeal and the opportunity to discover elusive premium advertising real estate in an era of channel fragmentation, says the State of Online Gaming report from Spil Games.
One in four of the world’s population regularly accesses games on the Internet, with analysts estimating that the global online and mobile gaming market will grow from last year’s $29 billion to $46 billion by 2016. And casual gaming can no longer be associated just with teenagers hunched over consoles in their bedrooms.
China is considering lifting a decade-long ban on video game consoles, the official China Daily newspaper reported on Monday, sending shares of major hardware makers such as Sony Corp and Nintendo Co Ltd surging.