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  • TGE Index Investment Report - Q4 & Year-End 2020

    TheGamingEconomy’s Daily Digest brings you the prevalent business stories in gaming. In today’s news: Hitmarker launches second crowdfunding campaign; MPL secures USD$500,000 (£375,000); and ESE Entertainment purchases K1CK. Hitmarker launches second crowdfunding campaign Video games and esports recruitment platform Hitmarker has announced [...]

  • The End Isn't Nigh? A Look at the Triple-A Gaming Shares Slump

    Over the past days and weeks, a number of the global games industry's major triple-A publishers have seen share prices drop as finical results have come in. Electronic Arts (EA), which this week saw its Fortnite challenger Apex Legends enjoy a [...]

  • Analysis: Launching Apex Legends. Fortnite's greatest contender yet?

    A lot of businesses in the global game industry would like a slice of the 'battle royale' pie. And it's no surprise. Fortnite is a battle royale game – sometimes called a 'BR' title – and we all know how well [...]

  • Google AI Triumphs Over 2 Esports Pro Gamers

    Last night, the Google-owned artificial intelligence outfit DeepMind gave us a taste of the future by pitching two esports professionals against a nonhuman player built from its proprietary technology. DeepMind has already seen its AI defeat world go champion Lee Sedol, [...]

  • Basketball, Multiple Screens & Post Malone: Peripherals Outfit Debuts New Ad Campaign

    eSports-orientated gaming hardware outfit HyperX has launched a new ad campaign running across TV, digital, and social under the 'We're All Gamers' banner. In doing so, the established specialist in high-end gaming keyboards, mice, headphones, and more, has demonstrated that for [...]

  • South Korea Declares Game-Boosting Services Illegal

    If you’re caught offering ‘boosting’ services to video game players in South Korea, you may now face a USD$17,800 (£14,000) fine, or two-years jail time. Boosting sees less-experienced users of a given game grant accomplished players access to their account for [...]

  • Fortnite Hits 200 Million Players

    Video game sensation and global cultural phenomenon Fortnite now courts the attention of 200 million players. That's according to Bloomberg, which points out that the shooter's user base is now approximately comparable to the populace of sizeable nations like Brazil. Put [...]

  • Mobile eSports as a Tool to Aquire & Retain: A Primer

    You don't need to be a devoted games industry observer to have noticed something of the recent rise of eSports. Organised competitive gaming has been around along time, of course. eSports' nascent form was forged in the earliest arcade gaming tournaments [...]

  • How Brands Are Benefitting from Esports – Q&A with Minute Media

    Once considered TV’s last safe bastion, the world of live sports is facing disruption. Ratings have dropped, subscriptions have fallen, and digital platforms continue to take an increasing share of eyeballs. Confronted with an ageing demographic, it’s no surprise rights [...]

  • Fortnite Perfects In-Game Purchases as Yearly Revenue Hits USD$3bn

    Fortnite is the break-out gaming success of the year. It has currently got 45 million users playing the game (across platforms) and has a run rate of around USD$3bn (£2.3bn) per year. The game has barely touched the sides in [...]

  • Now & Next: eSports

    Which event had more people watching live in the stadium in 2017? The Superbowl? The FA Cup Final? Or the Intel Extreme Masters? Well, you might have guessed it (though you may never have heard of it) – it’s the [...]