“Gaming on the IPad: What Works, What Doesn't” plus 3 more |
- Gaming on the IPad: What Works, What Doesn't
- Zynga's FarmVille May Change Videogame Economics
- Gaming on the iPad: What works, what doesn't
- Study: Used Games, Online Make Up 46 Percent Of U.S. Gamers' Budget
| Gaming on the IPad: What Works, What Doesn't Posted: 10 May 2010 01:59 PM PDT If you still don't think Apple has designs on the gaming market with its mobile devices, you haven't been paying attention. The early April release of the Wi-Fi... |
| Zynga's FarmVille May Change Videogame Economics Posted: 10 May 2010 12:09 PM PDT By Ravi Nagarajan. Over the past three decades, videogame distribution and target markets have changed dramatically. In the 1980s, videogame arcades were extremely popular among teenagers and young adults but over time the popularity of home videogame consoles ruined the economics of arcades and broadened the target market significantly. Newer videogame consoles have made the arcade games of the ... |
| Gaming on the iPad: What works, what doesn't Posted: 10 May 2010 12:03 PM PDT After a month's worth of iPad gaming, Chris Holt has a pretty good idea of what works and what doesn't when it comes to playing games on Apple's latest device. |
| Study: Used Games, Online Make Up 46 Percent Of U.S. Gamers' Budget Posted: 10 May 2010 10:29 AM PDT The total budget of U.S. gamers aged eight and up is $25.3 billion, and according to consumer spending data from research firm Newzoo, 46 percent of that budget goes to the used game trade and online models including subscriptions, virtual currency, microtransactions and digital distribution. That means that the remaining 54 percent of the total goes to packaged new game retail, Newzoo said in ... |
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