• Games as a Way to Power Urban Renewal

    April 20th, 2018

    SuperData’s Associate Research Director, Elena Fedina, shares her main takeaways after serving as judge for the NYS Game Dev Challenge!   Last week I had a pleasure to serve as a judge at the NYS Game Dev Challenge. It is an annual competition that began in 2017, and it is organized by Rochester Institute of […]

  • Tribeca brings VR to the masses, but with few surprises

    April 19th, 2018

    The Tribeca Film Festival has once again embraced the emergence of immersive. Festivals like Tribeca are playing a huge role in helping to legitimize the medium, which is increasingly important as people go bearish on XR. But then again, we will still see a lot of the tried-and-true. Even though VR games are almost absent […]

  • SuperData CEO Joost van Dreunen at GamesBeat Summit 2018

    April 17th, 2018
  • Welcome to the new data reality in video games

    April 17th, 2018

    Last week, Valve, the owner of digital game distribution platform Steam made its users gaming libraries hidden by default. By doing so it rendered a popular (and cheap) data service, SteamSpy, far less informative, much to the chagrin and outrage of the industry. The change exposes several challenges in the way the games industry and its consumer […]

  • Dota Plus may be too little, too late for Dota 2’s disappearing player base

    April 16th, 2018

    Dota 2 reached its peak number of players in December 2016. Nearly 14M people logged in that month to play the 7.00 update, which included a new hero and the introduction of new gameplay mechanics (hero talent trees and significant map changes). The excitement over the update didn’t last long, however, and 1M players abandoned […]

  • Why video game marketers will be saying “No loot boxes” more than “60fps” or “4K HDR” this fall

    April 13th, 2018

    The controversy surrounding loot boxes (random packs of in-game items often sold for real money) reached its peak in November 2017 when EA abruptly postponed its plans to offer paid loot boxes in Star Wars Battlefront II. Gamers shunned the title as “pay to win” due to the in-game advantage given to heavy spenders who […]

  • 3 “boots on the ground” takeaways from PAX East 2018

    April 11th, 2018

    PAX East, one the western hemisphere’s most most heavily-attended gaming events, is centered on fans instead of media or industry professionals. That said, there were plenty of notable business storylines that played out on the bustling show floor. AAA publishers choose not to participate The big three console makers had large booths, as did companies […]

  • Worldwide digital games market: February 2018

    March 30th, 2018

    The worldwide digital video games market grew 6% year-over-year in February to $9.1B. Continuing their decline, the Social and Pay-to-Play PC segment shrank 1% and 8%, respectively. The Premium PC segment grew 33%, while Console markets increased 34% year-over-year. Mobile grew modestly at 4% and Free-to-play PC shrank slightly at 4%. Fortnite Battle Royale’s dominance in […]

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