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Facts Tagged With Online Gaming
1-20 of 63 results
Ubisoft's online and digital revenue reached $190.33M in fiscal year 2012
UBISOFT® REPORTS FULL-YEAR 2012-13 SALES AND EARNINGS FIGURES
Ubisoft projects online and digital revenues to increase by 50-70% in fiscal year 2013
UBISOFT® REPORTS FULL-YEAR 2012-13 SALES AND EARNINGS FIGURES
"We want to try to reform people back to more sportsmanlike behaviors, rather than necessarily remove them. In a free online game, banning only goes so far" - Riot Games producer T. Carl Kwoh
Riot: Don't ban your players, reform them | GamesIndustry International
"Player behavior is really a problem that needs to be tackled by the whole community. It's not going to be game developers or academics or players; it has to be everyone together" - Riot Games producer T. Carl Kwoh
Riot: Don't ban your players, reform them | GamesIndustry International
"What we're seeing is that being a gamer is like being a culture in itself. In many ways we are more similar as gamers than we are different as real cultures" - Riot Games lead designer of social systems Jeffrey Lin
Riot: Don't ban your players, reform them | GamesIndustry International
"Even though we have used [player] bans, as a developer that is the worst action. As much as possible, we want to see if we can work things out" - Riot Games lead designer of social systems Jeffrey Lin
Riot: Don't ban your players, reform them | GamesIndustry International
ChangYou's net income reached $77.9M in Q1 2013, up 17% from Q1 2012
ChangYou's paying user revenue up 77 per cent in Q1
ChangYou's total revenues reached $177.6M in Q1 2013, up 30% from Q1 2012
ChangYou's paying user revenue up 77 per cent in Q1
ChangYou's average revenue per paying account reached $65 in Q1 2013, up 77% from Q1 2012
ChangYou's paying user revenue up 77 per cent in Q1
ChangYou's aggregate number of paying user accounts decreased to 2.04M in Q1 2013, down 34% from Q1 2012
ChangYou's paying user revenue up 77 per cent in Q1
ChangYou's online game revenues reached $77.6M in Q1 2013, up 19% from Q1 2012
ChangYou's paying user revenue up 77 per cent in Q1
"We see search as the world's largest focus group. Last year we saw three billion searches for free-to-play games" - Molly Passanisi, Google head of online gaming
Game Marketing: "If the rules of the game aren't working, change the rules" | GamesIndustry International
"We've generally tried to keep the servers running. So nearly all of the games we've made are still operational, even though some have very few people playing. The costs aren't very high, just running a server" - Three Rings CEO Daniel James
Perils of Whale Hunting: When F2P Players Leave The Sea | GamesIndustry International
"The strategy that we tend to employ is moving these live [online game] services to lower cost centers, so the economic structure shifts in a way that you can support a game for much longer, even though the revenue line is not as strong as it was" - EA All Play senior vice president and general manager Nick Earl
Perils of Whale Hunting: When F2P Players Leave The Sea | GamesIndustry International
"There are times where you just have to sunset a game and there are fans still playing that game" - EA All Play senior vice president and general manager Nick Earl
Perils of Whale Hunting: When F2P Players Leave The Sea | GamesIndustry International
Worldwide consumer spending on video games on connected TVs will grow to $1.6B in 2016 from $88MM in 2012
Games on Connected TVs: An Industry Readies Itself to Execute
27% of online consumers worldwide play video games online, and 13% play online games such as poker for money
Interconnected World: Entertainment and Gaming | Ipsos
Global mobile and online game revenue will grow to $41B in 2015, or 50% of the video game market, up from $22B or 39% in 2010
Global Games Investment Review 2012 (Executive Summary)