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Mobile is hot, HTML5 is hot, branded experiences are hot. What's not to like about TreSensa?
I caught up with Robert Grossberg, CEO of TreSensa, to see how the young company is faring.
Take a look..
2013 saw a year-on-year increase of 30% in global digital spend on online movies, games and mobile apps combined, topping $57bn (£34bn) in 2013 compared with $44bn (£26bn) in 2012.
It’s the rise of the mobile gaming market that is driving the biggest growth year-on year though.
These figures come from IHS Technology & App Annie’s recently published Digital Content Report 2013.
As King, the UK based creator of Candy Crush Saga, has just announced its intention to join the Stock Exchange after its profits grew 7,000% last year, and with game apps now driving overall games growth, now is a great time to take a look at the key takeaways from this report, concentrating particularly on the games category.
So when Nissan needed to build excitement prior to the European launch of the new Juke Nismo, it was no surprise that it decided to go down the digital route.
Nissan partnered with mobile driving game ‘Asphalt 7: Heat’ to allow users to take the new model for a virtual test drive, as well as giving them access to a special Nissan Race Track.
To find out why Nissan chose to target mobile gamers and whether the launch was a success, I spoke to marketing communications manager Gareth Dunsmore...
After a rocky start, Facebook's life as a publicly-traded company has settled down a bit. Despite healthy skepticism about its prospects in light of a $100bn valuation, its stock price has stabilised (for now) while industry observers and investors are taking stock of its actual -- not hypothetical -- business.
But one of Facebook's best friends, social gaming giant Zynga, hasn't been so fortunate. Today, its stock plunged to under $5, its lowest level since the company went public last year.
When Zynga shelled out $200m for OMGPOP, the maker of Draw Something, the social gaming giant was buying what was, at the time, the owner of the hottest mobile game in the world.
But despite its popularity and the fact that it was generating hundreds of thousands of dollars each day in revenue, the steep price Zynga paid for a company that was once on the brink of failure naturally raised questions about whether it overpaid.
For consumers, the cloud's appeal is hard-to-resist.
From music to documents to applications, and everything in between, the ability to access our 'stuff' anywhere we go on any device is an extremely attractive proposition.
Until it isn't.
While nobody can deny the massive popularity of Rovio's Angry Birds franchise, there are plenty of skeptics who question whether Rovio's cash cow will remain popular forever.
And for good reason: in today's fast-paced and highly-competitive gaming market, which now includes millions of social and casual 'gamers', producing hits is difficult but keeping them hits is often even more difficult.
It can't be surprising to anyone with a smart phone (or has been on any form of public transportation) that mobile gaming is on the rise. Developers are scrambling to get the next big hit like Draw Something as the mobile and social game giants, Rovio and Zynga, are continuing to dominate the market.
According to a new infographic by businessdegree.net, more than $12 billion was generated by mobile gaming in 2011 with 34% of the top grossing apps in the app store using the freemium model. Once someone is hooked, they'll continue to spend a few dollars to continue to enhance their play. On average freemium games make $12.92 a month per user.
While the business of virtual goods has probably been popularized most by social games such as Farmville, the mobile market for virtual goods has developed into a lucrative space for mobile games as well.
There's a good reason for this: charging for a mobile game itself has become increasingly difficult for many game developers, and virtual goods offer one of the best ways to implement a freemium model.
According to mobile ad network Flurry, as of June 2011, well over half (65%) of the revenue for top-grossing games in Apple's U.S. App Store was generated by freemium games. Just six months earlier, 61% of revenue was generated by paid games.