Blog: Games - Page 9

Read our latest daily deep dives, hot takes, and exciting updates about the entertainment world. Check out the latest insight from your favourite analyst, or search by coverage areas - music, entertainment and fandom, creator economy and social.

MUSIC & GAMING: A NEW WAY TO PLAY

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Dara Jegede
MUSIC & GAMING: A NEW WAY TO PLAY New report explores how music companies and creators should rethink building and monetising fandom LONDON—Tuesday, April 13, 2021: MIDiA Research, in partnership with Twitch, release a report, Music & Gaming: A new way to play , examining the growing opportunity for music artists to leverage the games industry’s fan economy to develop their careers, connect with their audiences and monetise their craft.
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Gamers: The new frontier of music’s fan-centric growth

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Karol Severin
Music companies have begun to realise that as their industry has grown, it has also transferred much of its previous fan value into the subscription and song economy. The outbreak of COVID-19 and the subsequent halt of live music events (which, since the advent of streaming, became music’s key way of monetising fandom) increased the urgency with which monetising fandom in the digital era needs to be addressed by artists and their representatives.
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Lockdown & Dragons: Fantasy proves the fandom effect

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Hanna Kahlert
With vaccine rollouts gaining momentum, the post-COVID attention crunch is looming large for the digital entertainment propositions which have all experienced booms over lockdown. The competition is on – making it more essential than ever to understand the trends behind shifting consumer behaviour and sentiment drivers, as ‘in real life’ (IRL) activities return and budget crunches force audiences to make new spending choices.
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Games - Day 2: Beyond gaming to cross-entertainment partnerships

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Dara Jegede
Building on the discussions from Day 1, Day 2 looks at opportunities in cross-entertainment partnerships and in-game spending. In-game spending increased in 2020 as gaming’s cultural importance grew to become an ideal destination for young consumers to define and express their digital personas during a time of limited social interaction, highlighting the commercial opportunity for games companies to serve the image and sense of belonging needs of consumers via virtual goods and services in games environments and beyond.
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Microsoft’s interest in Discord confirms MIDiA’s prediction

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Karol Severin
In November 2020, we wrote the below in our annual predictions report . “Upping gaming experiences via ‘infrastructural acquisitions’: As non-gaming entertainment increasingly embeds in games, companies will look to upgrade their ecosystems to cater beyond consumers’ gaming needs and instead focus across their entire digital entertainment and social lives.
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Why Roblox is well set to withstand the COVID bounce effect

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Karol Severin
Roblox has launched an initial public offering (IPO) this week. Timing-wise, the twice-delayed IPO aligns with the world getting closer to opening up, and out-of-home competitive pressures returning. This invites questions around how much of the current valuation is aided by a temporary, artificial COVID-related boost, as opposed to fundamental trends which will drive growth for Roblox during the ‘new normal’.
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Football looks to build digital engagement through Fortnite collaboration

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Alistair Taylor
Endeavor-owned IMG, acting as Epic Games’ licensing representative, has brokered deals with 23 football clubs to appear in the publisher’s free-to-play battle royale-style game Fortnite. Looking to capitalise on an increasingly valuable market, with diversifying revenue streams a paramount objective, sport is starting to play its way into the world of micropayments and in-app purchases, turning fandom into revenue .
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