Guest Post Here’s five important lessons on how to acquire users with effective mobile marketing.
After 10 years in the making, Natural Motion launches Clumsy Ninja, an autonomous virtual character game.
The game will have Adventure Time heroes Finn and Jake skiing to avoid the Ice King.
REDWOOD CITY, Calif. — At one point this year, GungHo Online Entertainment’s Puzzle & Dragons was making $3.75 million a day — it’s practically a license to print money. And a gigantic slice of that money comes from Japan.
Chukong will use the influx of cash to expand its mobile-gaming development and publishing businesses.
A total of $20 million was raised today by two gaming companies. Non-gaming companies? Psh, a paltry $12 million. Take that, un-fun technologies!
Kiwi builds games for Android. All of its games are on Google Play’s Top 100 grossing list and are highly rated in the Google Play store.
Guest Post The chief creative officer at Kiloo thinks it’s a fantastic time to be developing mobile games.
Guest Post This year’s E3 will be the last time we see record attendance at the conference and that over the next five years, E3 will struggle to stay relevant in an increasingly global mobile/tablet gaming world.
The engine that powers Battlefield and Need for Speed is coming to “all major mobile platforms” in the form of Frostbite Go.
Gramble is operating a mobile social network to turn gaming into good.
Nvidia’s new Kepler Mobile graphics chip will be able to run circles around the iPad.
Guest Post Free-to-play has revolutionized the monetization model in gaming by charging players based on their willingness to pay, instead of displaying one set price for all. Indeed, through a dynamic pricing scheme for in-app purchase items, free-to-play has enabled game publishers to monetize the whole of the price/demand curve.
Guest Post Mobile gaming apps have been quietly reinventing mobile advertising and out-monetizing even the large, well-established publishers. Here are a few things the mobile games companies have worked out along the way.
Android is a hot button for mobile gaming industry experts. Some believe it will grow to be the biggest platform developed for, some say it’s the one of the worst to work with.
If you’re creating a game, recent data says you should be focusing heavily on marketing, the reviews you get. And if you’re a mobile game, you also now have a much bigger audience to make love you.
But as one panelist said, “Problems with graphics tend to be solved by Moore’s Law, but problems with business models do not.”
Guest Post Customer service is tricky when it comes to gaming — but it’s a vital part of your title’s success.
Kongregate is making the shift from web to mobile gaming.
Editor’s Pick On Tuesday, Enish will make its debut on the Tokyo Stock Exchange. In U.S. markets, such an IPO would be laughable; mobile games are apps or even features here, not legitimate, sustainable businesses.
Heyzap is jumping on the opportunity created by the demise of OpenFeint.
King.com hopes to parlay its success on Facebook into mobile as its ad revenues increased ten-foll over the last year.
The new iPad has overtaken the PlayStation Vita as the portable device with the most powerful graphics processor.
DeNA makes it possible for mobile game developers to reach huge crowds in Japan and increasingly around the globe.
Mobile is gaining momentum at Zynga, which started out on Facebook.
[youtube=http://www.youtube.com/watch?v=hM8ZQtx1BsU&w=560&h=315] At South By Southwest Interactive, we got to sit down for an interview with OMGPOP chief revenue officer Wilson Kriegel. We talked at length about the small game studio’s meteoric rise to blockbuster success with Draw Something — and about both the financial and engineering repercussions of that ride.
The number of people playing video games in the U.S. has risen 241 percent since 2008, according to a new study from market research and consulting company Parks Associates.
Gamers are spending more time on their mobile phones than on their consoles and personal computers, according to a new survey from mobile gaming community MocoSpace.
Guest Post 2011 was a banner year for mobile gaming. We’re now seeing 60 percent of smartphone users regularly playing games on their devices and surveys indicate that number will only increase. That’s a remarkable achievement considering only 18 percent of gamers played on mobile devices in 2009.
Apple and Google are planing to ignore a proposed ratings system for mobile games, an effort that’s being spearheaded by the ESRB.
News leaked overnight that mobile ad monetization company Tapjoy is launching an application discovery marketplace on Tuesday.
Outfit7 announced at GamesBeat today that they have hit 150M downloads between their iOS and Android offerings. Additionally, they have no interest in receiving funding.
[Update: Another audience member also asked if Rovio was raising money, to which a representative of the company said it was serious about raising money.]