Gamers

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Online game download sales growth, big game software developers share price hurricane

Foreign media reports, due to online game download sales growth, EA and Take-two and other large game software developers 2014 prices, the market is expected to have more room for growth in 2015. The Wall Street Journal reported that the big game software company's market capitalisation climbed sharply this year, EA shares climbed more than 1 time times, Take-two Interactive rose 66%,ubisoft more than 48%, and saw Blizzard's share price also nearly 15% of the increase. More and more gamers tend to buy game software on the Web, making the retail store game CD ...

"God Almighty" announces the new Lori female role "Nancy"

(Lich Congus) cross platform action game "El Shaddai (Temporary translation: Almighty God)" on the TGS because a video of a super spoof to get a lot of gamers, in Japan video site Nicovideo has been millions of times to play and a lot of internet users spoof of the creation of video.  Today, ignition on the official website of a new Lori female role "South Na". Nanna was nurtured by the "Free People" group, which had long fought against the group of fallen Angels. For some reason, she had no memory of her childhood. In the surrounding adult rumors know the protagonist "to Knox ...

Sources say nearly half of Zynga's revenue comes from 1% users

Sina Science and technology news Beijing time July 8 morning, according to people familiar with the situation, about 1% of the users for Zynga contributed 25% to 50% of the revenue. This kind of user is called "The Whale Class" by the industry personage (wahles), the equivalent casino's old gambler. A lot of social-gaming companies ' revenue comes from a handful of users, not news, but what's really disturbing is that some players in Zynga's games spend thousands of or even tens of thousands of of dollars a year. There have been critics in the industry about Zynga's approach, accusing it of attracting gamers and squeezing them out of every single point ...

Discussion on the consumption quota of college students ' online games most gamers say they consume more than 7% a month.

May 23 News, online games "Green Journey" recently released "green online game player Group Survey Report" shows that college students are the largest group of green online games, but their online games expenses for living expenses of 7% of the monthly expenditure, news on the internet triggered a large number of players in the heated discussion,  Most players say their online spending is far more than that. According to the results of the survey, the "Green Journey" in the 18-Year-old to 22-year-old players accounted for the highest proportion, accounted for 39.29%; "Green Journey" the player group is mainly composed of college students and office workers, of which about 35 of the university students ....

Jiede A-share nine big game mergers and acquisitions concept stock outbreak

Absrtact: Why so expensive?   Jiede A-share nine big game mergers and acquisitions This is a game about games, broke out so suddenly, but performance so strong-traditional media, communications and technology companies to break the door, the capital players and gamers, the market to do what so expensive? Jiede A-share nine big game mergers and acquisitions This is a game on the "game", broke out so suddenly, but the performance is so strong-traditional media, communications and technology companies to break the door, the capital players and gamers, the market long enthusiasm seems endless. ...

European and American survey shows player 15% game time is online

Joystiq recently published a survey by the authoritative gaming industry watch website Gameindustry, which asked 13,000 European and North American gamers about their game time allocation.  Data show that 15% of the total game time is online game, of course, this figure is not specifically for World of Warcraft, but given the huge market share of World of Warcraft in Europe and the United States, it can be believed that the proportion of World of Warcraft's share will be quite large. specifically to the distribution, North American player 14% of the game time spent on the online games, the European players based on ...

Social game output will reach 1 billion happy farm finalists the world's top five

Multi-Play network (Compile/fall-Xuan) The global media market research firm Screen Digest recently published a study in which the micro-trading model commonly used in social games will help social gaming form a market of more than 1 billion dollars in 2012. The social gaming industry has exploded in the past three years, with a 2008 output of $76 million trillion, $640 million in 09 and 830 million dollars in 2010.  At the same time, new games are being introduced every year, and social gamers are growing. Despite these three years ...

Britain's economist says it's absurd to review games in South Korea

(Compile/Xiao Hee) The famous British economist recently "censorship in South korea--game over" as the title, the Korean game and the internet community's recent "strong" behavior of strongly criticized. The article said that in the market with 700,000 minors online and smartphone gamers, some country-level institutions and groups in Korea (2 institutions and 50 groups) have to limit the game market for young people under the age of 16 to online games, even to the smartphone game, and threaten to stop at night.

Rich and sister love to play mobile games

(Compilation/Sky White) A new mobile game market research report shows that the entire mobile game players are showing a younger, richer, higher education and feminization trend.  Mobile device Analysis organization estimates that of the 250 million smartphone users around the world, 26 million users have "mobile social games" on their handsets, while about 111 million of mobile users play 25-minute mobile games on average every day. In addition, the survey interviewed 60,000 American mobile gamers, who found their families ' average annual income to be 66100 dollars (about 4 ...).

Players who played mobile games in 2014 accounted for about 20% of the total number of players.

[Abstract] While the time spent playing games with mobile devices has been on the rise, traditional gaming devices have not been discarded. In fact, the length of the game between host and computer gamers has not diminished compared to a year ago. Market research firm NPD Group recently released its latest report to explain the trends in the 2014 Global mobile gaming market. The report notes that within 2014 years, the average player spends more than 2 hours a day playing games on the phone, up 57% from 2012 data (1 hours and 23 minutes). It is particularly worth mentioning that NPD ...

Web game has been away from the female players out where?

Web game from the beginning of the birth to bring the most not to its praise, but it and the whole industry negative evaluation, but these did not block the development of web games. Recently, the article said, the 2010 web game outlet in the female players, I disagree, the current market on the theme of the Web game is basically a war strategy and role play, which is more rich in war strategy, from the current market point of view female players can not be said to be the mainstream, 2010 also difficult to have a big breakthrough  , female gamers tend to be fool-style web games, happy farms and the like are the best cases. ...

Tao Open: In the United States did not see children playing games industry No value

Professor Taohongkai, who has published "Quit Internet Addiction" and launched a "rescue addict", opened his microblog account yesterday. Because of the controversy, Tao's microblogging presence sparked a flurry of internet turmoil. Facing the Netizen's questioning message, Tao opened a reply: "The insult threat is to my exercise, so I understand that I am in the cause of justice."  In an interview with reporters, Taohongkai said that using microblogs is more suitable for online gamers to read their own views. 1. Chinese scientists have demonstrated the causal link between violent games and violence. "2." In the United States ...

Online reproduction: Beauty Video Search Husband

"In the virtual game, write a love story."  Gamers are not unfamiliar with these love loves, perhaps not long ago you are performing a vigorous love story. "World of Warcraft" due to stop clothing and triggered the "search door" in the network, in a short period of time this video has been clicked, reproduced, this is in a casual time, creating a beautiful love story. The game became the hub of their contact, will be unfamiliar to each other tightly pulled together, perhaps some people will say the game just, calm, but in the heart has been deeply invested in their feelings, one can not ...

Razer and player groups raise more than 20,000 dollars for ExtraLife

Razer employees, the electric competition team and the global player play together for 24 hours, raise money for the hospitalized children, arouse the sense of charity. California, Carlsbad-today's video game industry and gamers are still subject to the ignorance and critique of mainstream media, but this year's extra Life (continuation) of the charity game activities to the world a good show of what the game can do.  Players from around the world played games together on October 15 and donated more than 1 million dollars to children in distress. Razer (Lei Snake) ...

Irreplaceable game memories, players call for the establishment of a netizen museum

With the recent "video game Software" magazine discontinued the "Journey" game launched the recycling of antique account plans and other events, the game circle and a wave of nostalgia wind. In the event of a large game of antiques, many veteran gamers have been basking in their own game history, which includes several elements such as Game point card account roles, many of which are called "Game antiques."   These hardcore fans in the Sun on their own game antiques, but also calls for spontaneous formation of the first online museum, get a lot of players respond. Memory of old magazines after all, accompanied by 80 ...

Facebook simulated City Games 11-day population breakthrough 22 million

December 15--Australia's population has reached 22 million in 200 years.  Zynga's "Le City" only took 11 days. Yes, 11 days 22 million. Cynics may say the Facebook casual gamers don't spend a penny.  It's much easier to get 22 million people to sign up for a game than to actually buy a game, but that still doesn't reduce the weight of 22 million players. Granville Music City "Le City" is basically the "Analog City" of the Facebook version. (Digging the shell net)

The ipad version of "Running Kart" has been developed for child gamers

Popular South Korea's leisure online games "running kart" ipad version!  Li Changjin, a representative of South Korea's Dreamwiz company, has officially released information on the development of the ipad version of "Running kart" after communicating with Nexon. The Nexon company has launched the iphone version of Adventure Island and running kart in the past few months, and the ipad version as an independent platform has been developed for the first time.  Relevant sources said the development of the "running kart" ipad version is mainly designed for children. ipad ...

"Pokemon" online board game landing in the US expands adult users

The "Pokemon" series of board games is as stunning as the Pokemon series.  After 12 years of birth, "Pokemon" series card finally landed online game field, allowing players to experience the fun of fighting with others. The Pokemon series was launched in Japan and the United States as early as 2000. Although the Pokemon game has a large number of adult gamers, the series is dominated by younger players.  As the first step in expanding the adult market in the United States, Pokemon's online board game came into being. Pocket ...

China becomes game peripherals Max engine 1.4 billion dollar cake to be nurtured

Sitting on 500 million gamers, China has become the most potential market for gaming industry in the world, and it has become the most important power engine for game-related companies. "In the past year, the global game market growth rate of about 22%, but the Chinese market, this number reached 37%." "China has become one of the most important engines of the global gaming industry," said CMO Ehtisham Rabbani, of the 12th session of the China International Digital Interactive Entertainment Fair (hereinafter "Chinese Joy"). China Audiovisual and Publishing Association games 、...

"Big charge" let the female player favor, farewell male mainstream player

Since the popularity of the game, men have become the dominant group of gamers. In the experience of the fun of different games, men are always happy, which makes only when the audience of women envy. Because electronic games often have a certain degree of difficulty in operation, so advocating romantic, love relaxed ladies are difficult to ride.   In particular, FPS games, the need for players with very sophisticated operating techniques and rapid response ability, although the game's sense of generation, can play a high, but the vast number of women are discouraged. With the development of the times, some female players have joined the game lovers ' line ...

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