• China Weekly: China’s VR cafes are not doing well

    January 18th, 2017

    Baidu enters AR with AR Lab; AR cafes struggling to survive; Chushou TV is the biggest mobile game streaming site Baidu announce AR Lab, the fourth lab of Baidu Research After the launch of AR platform DuSee, multiple investments in VR/AR and release of its WebAR, China’s search engine giant Baidu finally announced its latest […]

  • Nintendo Switch: the SuperData Take

    January 13th, 2017

    Notes from Nintendo’s New York Switch event: Arms is the most innovative title showcasing the Switch capabilities. Zelda was obviously a huge favorite and the cell-shading looks gorgeous. What surprised me was that Nintendo showcased only partially the available titles at its Tokyo event: it’s worth noting that Activision is also contributing with Skylanders and there […]

  • China Weekly 1.13.17: NetEase PR Crisis, Shanda Games and more

    January 13th, 2017

    NetEase PR crisis triggered refund landslides in Yin & Yang The latest Yin and Yang dungeon “Fire of Karmaland” had found fatal bugs leading to massive users cheating for quick, free leveling up and monster drafts. NetEase sloppy and inactive first reaction in punishing cheating failed non-cheating users and triggered whales quitting, refunds and social […]

  • The Virtual View from CES 2017

    January 6th, 2017

    Stephanie Llamas is VP of Research and Strategy at SuperData and heads virtuality research initiatives. For more photos and updates from CES, check out @stephinaners on Twitter. As we all weed through the news, anticipate new announcements and (for those of us at CES) navigate through the monstrous show floor mazes, virtuality is moving full steam ahead despite the pessimism […]

  • China Weekly: 2016 in review and 2017 outlook

    January 3rd, 2017

    Review of 2016 and outlook of 2017: the expansion and investment strategy of Chinese games Chess and card games driving A Share Market merger and acquisition due to strong profiting ability The acquisition of Playtika by Giant was merely a part of the serial acquisition in A-Share Market in China this year. According to a […]

  • Worldwide digital games market: November 2016

    December 20th, 2016

    The video game market’s total digital revenue increased 13% year-over-year in November 2016 to $6.7 billion.

  • China Weekly: China bans unapproved games from streaming, Baofeng Mojing explains job cuts, Giant Entertainment defends Playtika acquisition

    December 16th, 2016

    China bans unapproved games from streaming China’s Ministry of Culture announced this week that all games will require screening and approval from particular government departments before they are legal to stream online. This new rule adds an additional level of complexity for determining what types of gaming content streamers are authorized to use. http://games.sina.com.cn/y/n/2016-12-07/fxyiayq2650350.shtml 文化部:禁止直播未取得审查批文的网络游戏 Baofeng […]

  • China Weekly: Chinese mobile approval process speeds up, loot crate probabilities required to be public in 2017

    December 8th, 2016

    New Chinese regulations force online games to publish item drop probabilities This week China’s Ministry of Culture announced new regulations regarding loot box drop rates in online games. Gaming companies are now required to publicize item-drop probabilities and emphasize the fact that in-game currency and items are not allowed to be exchanged back for real money in order to prevent gambling […]

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