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Securing Apps With Seworks

APRIL 3, 2015 • Faced with very low production budgets many independent mobile game developers will devote their scarce cash to spending on marketing to aid discovery of their titles. As a result, resources devoted to issues such as app security measures are more often than not extremely limited. This becomes a Catch-22 as when […]

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Xbox One Update

  • Category: Q&A

MARCH 30, 2015 • With the onset of springtime, DFC Intelligence wanted to get an up-to-date perspective on Microsoft Corp.’s Xbox One. A lot has changed since the console was launched in late 2013 with the Xbox One achieving a strong measure of sales success during the holidays, especially in the United States. There is […]

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Nvidia: The Next Generation

  • Category: Q&A

DEC. 3, 2014 • Nvidia has been one of the two major players in computer graphics products for more than a decade. That was not always the case, however. In the mid-1990s the company was a relative unknown in a flood of new technology companies attempting to carve out market share in the new 3D […]

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PlayFab Monetizes Back-End

  • Category: Q&A

OCT. 28, 2014 • From the early MMOs onto today’s huge number of freemium online titles, providing for the backend technology and ongoing service responsibilities has never been easy. Virtual item monetization has only added to the complexity. While the availablity of tools and services in this area has steadily grown over the years to […]

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Natsume Harvests Success

  • Category: Q&A

AUG. 28, 2014 • Much in the same way Nintendo Co. Ltd. has diligently nurtured a wholesome reputation in the video games it publishes, Natsume Inc. has successfully followed a very similar blueprint starting with the Harvest Moon franchise. That farm simulation series was a trailblazer back in 1997 when it was released on the […]

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Behind Ninja Metrics’ Veil

  • Category: Q&A

JUNE 1, 2014 • How and why people spend money in games has taken on much greater importance as the free-to-play model has taken root worldwide. What is relatively novel is which players influence purchases by other players. The concept is not new, consumer electronics companies have been cultivating early adopters for decades – people […]

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Yodo1 Opens Up China

  • Category: Q&A

APRIL 22, 2014 • With 3G and 4G mobile networks spreading coverage throughout China it is no surprise that overall smartphone penetration is growing significantly with a corresponding demand for mobile game content. That is a very tempting scenario for Western mobile game studios looking to expand revenue. Yet China is a very different market.  […]

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Facebook’s Mobile Aspirations

  • Category: Q&A

SEPT. 5, 2013 • At the end of July Facebook announced that it was jumping further into the business of mobile games with a pilot program pragmatically titled Mobile Games Publishing. Despite the wording, Facebook won’t actually be funding titles or actively participating in their development. Mobile Games Publishing is more accurately described as a […]

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Aeria Embraces Mobile

  • Category: Q&A

NOV. 8, 2012 • There is a flood of free-to-play publishers making bold moves to carve out territory on mobile platforms. While it cannot be contested that many consumers are now completely enamored with their smartphones and tablets, there are mounting questions about how many games these consumers will actually pay for on their mobile […]

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InnoGames’ Worldwide Strategy

  • Category: Q&A

SEPT. 26, 2012 • Europe is a strong market for the kind of enthusiast gamer-friendly online games that are starting to catch on via social networks.  The recent DFC report The Market for Browser and Social Network Games discusses how these games have done better in Europe than the U.S.  DFC Intelligence forecasts that the […]

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