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February 1st, 2019, 17:48 Posted By: wraggster
Online gaming is an increasingly popular way for kids to spend their free time, according to a report from UK media regulator Ofcom. The group released its latest report on media use and attitudes among children and parents this week, and noted some interesting discrepancies in online playtime by age and gender.
First off, the report found the number of children who have played games online is increasing. Last year, the group found that two-thirds of kids ages 5-15 said they ever played games online. This year, the portion was up to three-fourths.
The study also found at least one age bracket is playing online more frequently than before. While most age ranges showed little change in how many hours they spent weekly playing online, 12-to-15-year-olds reported a surge of an hour and a half more each week, now averaging 13 hours and 48 minutes.
Ofcom broke down the numbers by gender, and found a significant discrepancy in how much boys and girls play online, more pronounced than in any other activity the study tracked (including, social media, TV time, watching YouTube, etc.).
https://www.gamesindustry.biz/articl...ine-more-study
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January 31st, 2019, 18:09 Posted By: wraggster
"This model can feel opaque, and we're all distrustful of systems we don't understand. Sometimes this means people assume we do things that we don't do."
That's Facebook co-founder and CEO Mark Zuckerberg, writing in a Wall Street Journal opinion piece on Friday to mark the 15th anniversary of the social network. It's the editorial's most substantial defense against criticisms of the company, and it's essentially true. When people can't see for themselves that everything's on the up and up, some will infer all sorts of shenanigans going on behind the curtain, even when there's nothing underhanded going on at all.
That said, Zuckerberg is asking for the benefit of the doubt in his editorial, but he has very little credibility to make such a request. His editorial reads less like an explanation of the way Facebook works and more like a PR play to tweak the press narrative surrounding the company.
For the unfamiliar, Facebook has been under fire for privacy issues after a data breach that allowed consulting firm Cambridge Analytica (which worked for Donald Trump's presidential campaign and the pro-Brexit Leave.EU organization) to access the personal data of some 70 million Facebook users. As if the breach itself weren't bad press enough, Facebook is reportedly facing a record fine from the Federal Trade Commission over it. And technically, that fine won't be for the breach itself so much as it will be for the company violating a 2011 settlement with the FTC over previous charges that it deceived consumers by failing to keep its promises to protect their privacy.
https://www.gamesindustry.biz/articl...of-credibility
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January 31st, 2019, 18:03 Posted By: wraggster
Parents are increasingly concerned with how games make money off their kids. The latest report on kids and media use from UK regulator Ofcom has found parents increasingly worried about the way games target children to make money.
Among parents of kids ages 3-4 who game, 25% said they were concerned about the pressure put on children to make in-game purchases, up from 16% the year before. For parents of gaming kids aged 5-15, the number was 39%, a jump from 30% the year before.
https://www.gamesindustry.biz/articl...in-games-study
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January 28th, 2019, 21:54 Posted By: wraggster
Resident Evil 2 has debuted at No.1 in the UK charts, more than 20 years since it last managed the feat.
The original PS1 game launched in the UK in April 1998.
It's Capcom's biggest UK launch since January 2017 when Resident Evil 7 topped the charts. Resident Evil 2 didn't manage to beat the sales of that game (sales are around 18 per cent lower), but it's an impressive result considering this isn't a full new sequel. The data only includes physical game sales.
The game, which was revealed on stage at PlayStation's E3 press conference, sold best on PS4. In fact, Sony's platform accounted for 74 per cent of the sales.
It means New Super Mario Bros U's stay at the summit of the charts has ended. The Nintendo Switch game actually drops to No.4 following a 44 per cent drop in weekly sales.
https://www.gamesindustry.biz/articl...k-charts-again
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January 28th, 2019, 21:54 Posted By: wraggster
Heavy digital discounts shaped the combined charts last week, but Nintendo came out on top for the second time in a row with New Super Mario Bros. U Deluxe.
Grand Theft Auto V continues its near-unassailable popularity, ranking at No. 2 up from No. 7 the week prior.
Meanwhile, chart regular FIFA 19 continues to loiter in the top ten at No. 3, down a spot from the week before.
Ace Combat 7: Skies Unknown from Bandai Namco entered the charts on its release week, landing at No. 4.
Just Cause 3 enjoyed an astonishingly strong week of sales as the most downloaded digital game while also and jumping from No. 298 to No. 5 in the combined charts, outpacing Red Dead Redemption II.
Closing out the lower end of the chart was Call of Duty: Black Ops 4, followed by Mortal Kombat XL helped along by discounts ahead of the Mortal Kombat 11 release slated for April. It was joined by Rainbow Six: Siege and Need for Speed: Payback in at No, 9 and No. 10 respectively.
https://www.gamesindustry.biz/articl...s-emeaa-charts
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January 28th, 2019, 21:53 Posted By: wraggster
LGBTQ advocacy organisation GLAAD has revealed the first ever nominees for its Outstanding Video Game category in the 30th annual Media Awards.
The category is "committed to ensuring that authentic LGBTQ stories are included in video games". This will be the first time games will be recognised at the GLAAD Media Awards.
Assassins Creed: Odyssey was nominated for its authenticity towards sexual attitudes in ancient Greece, allowing for same-sex relationships and including historical LGBTQ figures.
"LGBTQ inclusion is both prominently featured and effectively woven throughout the game," said GLAAD.
In a separate statement, GLAAD addressed the recent furore over the Legacy of the First Blade DLC which enforced a heteronormative relationships on the game's protagonists.
The Elder Scrolls Online: Summerset was nominated for including a story of a transgender woman reuniting with her estranged twin sister, which GLAAD described as "heartfelt tale of familial bonds, coming out, and acceptance" .
Guild Wars 2: Path of Fire received a nomination for "making LGBTQ identities feel like a natural and vital part of the world".
https://www.gamesindustry.biz/articl...-game-category
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January 28th, 2019, 21:52 Posted By: wraggster
"This model can feel opaque, and we're all distrustful of systems we don't understand. Sometimes this means people assume we do things that we don't do."
That's Facebook co-founder and CEO Mark Zuckerberg, writing in a Wall Street Journal opinion piece on Friday to mark the 15th anniversary of the social network. It's the editorial's most substantial defense against criticisms of the company, and it's essentially true. When people can't see for themselves that everything's on the up and up, some will infer all sorts of shenanigans going on behind the curtain, even when there's nothing underhanded going on at all.
That said, Zuckerberg is asking for the benefit of the doubt in his editorial, but he has very little credibility to make such a request. His editorial reads less like an explanation of the way Facebook works and more like a PR play to tweak the press narrative surrounding the company.
For the unfamiliar, Facebook has been under fire for privacy issues after a data breach that allowed consulting firm Cambridge Analytica (which worked for Donald Trump's presidential campaign and the pro-Brexit Leave.EU organization) to access the personal data of some 70 million Facebook users. As if the breach itself weren't bad press enough, Facebook is reportedly facing a record fine from the Federal Trade Commission over it. And technically, that fine won't be for the breach itself so much as it will be for the company violating a 2011 settlement with the FTC over previous charges that it deceived consumers by failing to keep its promises to protect their privacy.
https://www.gamesindustry.biz/articl...of-credibility
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January 25th, 2019, 17:54 Posted By: wraggster
Ubisoft has changed a divisive cut-scene in DLC for Assassin's Creed Odyssey, one that contradicted the way players had defined their character's sexuality in the main game.
In a statement on the game's official forums, Ubisoft said that player feedback had informed a decision taken by the development team to alter content in the Assassin's Creed Odyssey DLC release, Shadow Heritage.
Ubisoft said it is, "making changes to a cutscene and some dialogue in Shadow Heritage to better reflect the nature of the relationship for players selecting a non-romantic storyline.
"These changes, along with renaming a trophy/achievement, are being made now and will be implemented in an upcoming patch."
Ubisoft also said it will review the content in the next DLC episode, Bloodline, to ensure that it reflects the choices players' made in the core game.
As we reported last week, Shadow Heritage placed the game's protagonist in a heterosexual relationship, which also produced a child. Assassin's Creed Odyssey was the first game in the main series to allow players a choice in both gender and sexuality, and players complained that those choices had been invalidated.
https://www.gamesindustry.biz/articl...ed-odyssey-dlc
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January 25th, 2019, 17:47 Posted By: wraggster
NetEase has implemented a variety of measures to protect young gamers in China, including implementing an 11-hour curfew.
The Chinese publisher announced its plans on Wednesday, as reported by China Daily, which amount to a broad attempt to settle fears around addiction to video games in China.
NetEase will implement a curfew on gameplay between 9:30 pm and 8:30 am, during which users age 12 and under will not be able to log in. Those users will also be limited to playing for one hour a day between Monday and Friday, and two hours a day on the weekend.
Users between the ages of 13 and 18 will be treated with more leniency, with two hours play-time per day during the week, and three hours a day on Saturday and Sunday.
Changes to the "NetEase Parenting Care" service will also allow parents to request that their children be banned from playing the publisher's games.
https://www.gamesindustry.biz/articl...amers-in-china
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January 25th, 2019, 17:44 Posted By: wraggster
After an exhausting few years, it's nice to be reminded that while the games industry and the communities that have sprung up around it may harbour their fair share of assholes (pardon my French), they don't actually ,emph>belong to assholes.
All the howling, empty fury that greets every minor progressive step in the industry grants an outsized importance to a very small and relatively recent constituency of thoroughly awful people. It has always been the case that the vast, vast majority of people you meet through gaming -- be they industry people, fans or just casual consumers -- are decent, kind people whose hobbies distinctly do not include shrieking at women or minorities on the Internet.
As such, I feel genuine gratitude to Henry "Hbomberguy" Brewis; not just for doing an objectively wonderful thing with his Twitch live-streaming marathon for charity over the past weekend, but for serving up a timely and welcome reminder that the misdirected anger, trolling and harassment that make headlines with such depressing regularity aren't truly representative of gaming -- or, more broadly, gamers.
https://www.gamesindustry.biz/articl...gaming-opinion
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January 24th, 2019, 19:18 Posted By: wraggster
A notable analyst has predicted the video games industry will see its revenues decline in 2019 -- something that hasn't happened in almost 25 years.
Speaking to Bloomberg, Pelham Smithers -- owner of London-based research firm Pelham Smithers Associates -- expects sales will dip by 1% to $136.5 billion this year. While that may seem a minuscule decline, it will mark the first time the video games industry has not grown year-on-year since 1995.
Smithers attributes this expected drop to various factors, including the ongoing aftereffects of China's nine-month freeze on new game approvals and growing fatigue among Fortnite fans.
Stricter regulations on approvals and monetisation in the world's largest games market significantly impacted some of the world's biggest companies, including Tencent and NetEase. And while approvals have now resumed, the pace is slow and both firms have been excluded from this process thus far.
This has contributed to declines in mobile games revenue, according to Smithers, predicting this sector -- accounting for almost half the industry's total revenues -- will drop by 10% this year. He adds that the US and Japanese mobile markets are plateauing, limiting their ability to counter the Chinese decline.
Meanwhile, the worldwide phenomenon that is Fortnite -- plus PlayerUnknown's Battlegrounds and similar titles -- have seen the number of active users decline year-on-year as some players grow tired of the format. Smithers expects this to trigger a slump in PC gaming revenues.
Finally, Smithers posits that the console sector will be unable to improve on the record year it enjoyed in 2018. Last year saw the release of major blockbusters like Red Dead Redemption 2, Marvel's Spider-Man and God of War -- but it's currently unclear whether anything in the 2019 line-up can achieve the same success.
Factor in the current console generation nearing the end of its lifecycle, and growth opportunities are limited -- with Smithers observing that if the PlayStation 5 doesn't launch until the end of 2020, the console sector will suffer its absence until 2021.
The analyst warns that this decline could continue into 2020, and cites sharp declines in the stock of leading firms such as Tencent and Electronic Arts as evidence in favour of his prediction.
https://www.gamesindustry.biz/articl...ine-since-1995
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January 24th, 2019, 19:17 Posted By: wraggster
Worldwide digital spending declined 2% in December to $9 billion, driven primarily by a 21% fall in the premium PC market according to SuperData.
The market intelligence firm also reported a "single-digit" drop off in mobile which was offset by a 12% rise in console spending.
Fortnite continued as a dominant force in console for the period, driving a 209% increase in the free-to-play segment.
There were no real surprises in the top-grossing games across PC, mobile, or console with League of Legends, Fortnite, and Honor of Kings topping the respective charts for worldwide revenue in December.
Fortnite saw its highest-grossing month to date while PlayerUnknown's Battlegrounds sold 2.75 million units across console and PC.
Super Smash. Bros Ultimate was the best-selling console game for the month -- with an estimated 2.49 million digital units sold, it's also the best digital launch on the Switch to date.
Counter-Strike: Global Offensive is finding solid success since going free-to-play and introducing a battle royale mode, with MAU hitting a high point. SuperData estimates the free version generated roughly $49 million for Valve between November and December.
https://www.gamesindustry.biz/articl...ent-last-month
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January 23rd, 2019, 17:25 Posted By: wraggster
The US gaming industry broke records in 2018 as it reached an estimated $43.4 billion in sales, according to The NPD Group. That's up 18% year-over-year.
Hardware revenue, including peripherals, reached $7.5 billion, up 15% year-over-year, and software revenue was up 18% year-over-year to $35.8 billion. This number, as well as the total sales figure mentioned above, are estimates of total spend across all channels and categories. The numbers in NPD's full analysis, reported on below, are based on full physical data and partial digital data from participating retailers.
Per NPD's data, annual spending on hardware, software, accessories, and game cards was up 13% year-over-year to $16.7 billion. For the month of December, overall spending reached $3.4 billion, up 2% year-over-year.
In hardware for 2018, NPD's data shows hardware spending up 8% year-over-year to $5.1 billion with gains across all three major consoles and plug-and-play devices such as the SNES Classic. The Nintendo Switch took the throne as 2018's best-selling console both for units and dollars.
Accessory and game card spending for 2018 was up 33% year-over-year to $4.5 billion, an all-time high. Also an all-time high, December spending for the same category was up 29% year-over-year for the month of December to $1 billion. The Nintendo Switch Pro Controller was the best-selling accessory by dollar sales for the month.
Finally, in software, annual sales grew 7% year-over-year to %7.1 billion, and Red Dead Redemption 2 was the best-selling game of 2018. Call of Duty: Black Ops 4 was in second place.
For the month of December, Super Smash Bros. Ultimate was the best-selling title, bringing it up to the fifth best-selling game of the year despite only being out for less than a month of the full year and despite digital sales not being tracked by The NPD Group. The game set a new launch month sales record for a platform exclusive, surpassing the dollar sales of previous record-holder, Halo: Reach.
Nintendo was the highest software revenue generating publisher of 2018.
https://www.gamesindustry.biz/articl...lion-last-year
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January 23rd, 2019, 17:24 Posted By: wraggster
Japanese publisher Capcom is ramping up its esports plans in the US with the announcement of a new Street Fighter Pro League.
Season one of this new tournament will run from April to June with a second season already planned for a later date, and will centre around matches in Street Fighter V Arcade Edition.
The publisher hopes the league will "discover potential pro players as well as new growth opportunities within the rapidly growing global esports market."
https://www.gamesindustry.biz/articl...-efforts-to-us
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January 21st, 2019, 18:38 Posted By: wraggster
Ace Combat 7: Skies Unknown just posted its biggest UK launch.
The Bandai Namco flight game debuts at No.2 in the UK physical charts. It's the first game in the series since 2014's Ace Combat Infinity. The franchise debuted in 1995.
The game was most popular on PS4, with 76 per cent of sales coming on Sony's platform. The PS4 version features an added VR mode.
Despite its impressive start, the title couldn't topple New Super Mario Bros U Deluxe from No.1. The Nintendo Switch game retains its top position despite a 43 per cent drop in sales week-on-week.
Ace Combat aside, it's a typical quiet January week for UK games retail. FIFA 19 tumbles to No.4 with a 33 per cent sales drop, Red Dead Redemption 2 holds No.3 and Call of Duty: Black Ops 4 is still No 4.
Last weeks new release Tales of Vesperia: Definitive Edition drops from No.9 to No.32 after a 71 per cent sales fall.
https://www.gamesindustry.biz/articl...rio-holds-no-1
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January 18th, 2019, 17:55 Posted By: wraggster
FIFA 19 was the best selling game in Europe in 2018, according to data from Gfk Entertainment
The data was gathered by Gfk from 15 European countries, and EA Sports' popular football franchise was the highest seller despite only launching on September 28, 2018.
The second best selling game was Rockstar's Red Dead Redemption 2, which earned $725 million in revenue following its October 28 launch. After little more than a week, global shipments of the Take-Two published title had reached 17 million units.
Europe was evidently a key market for Red Dead Redemption 2, enough to leave Rockstar's game one place ahead of Activision Blizzard's Call of Duty: Black Ops IIII (which launch on October 12) at the end of the year.
The 15 countries used to gather Gfk Entertainment's data were Austria, Belgium, Denmark, Finland, France, Germany, Italy, the Netherlands, Norway, Poland, Portugal, Sweden, Switzerland, Spain and the United Kingdom.
https://www.gamesindustry.biz/articl...g-game-in-2018
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January 18th, 2019, 17:53 Posted By: wraggster
The prominent VR studio Fast Travel Games is selling more units on PlayStation VR than on all PC storefronts combined.
Fast Travel Games CEO Oskar Burman released proportional sales figures for the studio's ambitious VR game Apex Construct on Twitter this week.
Overall, Sony's VR platform has contributed 58% of the game's sales to date, more than Steam (23%) and the Oculus Store (19%) combined. According to Burman, Viveport represented "less than 1%" of Apex Construct's total sales.
"Playstation has taken an even bigger share since last time I shared numbers," Burman added, "which is what to expect considering indications of strong PSVR sales in 2018."
However, Burman noted that, based on Fast Travel's sales, the entire VR market appears to be growing. In fact, December 2018 was the best month for Apex Construct sales since it first launched.
https://www.gamesindustry.biz/articl...eport-combined
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January 16th, 2019, 17:42 Posted By: wraggster
Content rating system PEGI today announced it will label physical releases that include in-game spending.
A content descriptor for in-game spending in digital-only games is already in use, but this is the first time the new icon will appear on packaging of physical products.
Simon Little, managing director of PEGI said that making parents aware of optional in-game purchases was an "important first step" in helping them make informed purchasing decisions.
"While we know that parents use different methods to control spending, parental control tools are a very helpful next step in making sure that the overall online experience of the child is safe, including the possibility to control spending," he added.
"Entering into a dialogue with the child about the games they enjoy is certainly a must for all parents. It will provide them with the necessary context to create a gaming environment both the children and the parents are comfortable with."
The new in-game purchases descriptor will begin appearing on physical retail releases towards the end of this year, and will be applied to all titles that feature in-game spending.
https://www.gamesindustry.biz/articl...game-purchases
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January 15th, 2019, 18:19 Posted By: wraggster
Frontier Developments has hit new sales milestones with its three self-published titles.
Planet Coaster has hit two million sales, as has Jurassic World Evolution. The latter game was released just seven months ago, making it the most successful game launch for Frontier to-date.
Meanwhile the long-serving Elite Dangerous has now exceeded three million unit sales.
https://www.gamesindustry.biz/articl...ales-milestone
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January 14th, 2019, 16:04 Posted By: wraggster
Nintendo's comfortable spot on Japan's sales charts wasn't going to be threatened by anything anytime soon, much less coming off a strong holiday for the company and a major release like Super Smash Bros. Ultimate.
That's reflected in the latest Media Create sales charts, where Super Smash Bros quite handily smashes every other software release and. Alongside its fellow first-party Nintendo brethren as well as Pokemon and Dragon Quest Builders 2, the title and its bundles helped net Nintendo nearly 200,000 unit sales of Switch hardware.
Aside from the absolute Nintendo dominance at the top of the chart, it's worth taking a look at GO VACATION, which launched in the country on December 27 and seems to be doing well enough as an effective remake of a 2011 Wii game.
In addition, it's interesting to see Dragon Quest Builders 2 garnering nearly as much popularity on the PS4 as it has on the Switch. Combined sales on both platforms would put Dragon Quest Builders 2 above Pokemon Let's Go! on the charts, though not quite at the level of Super Mario Party.
Finally, we see Sega's Yakuza spin-off Judgement, which launched in Japan on the 13th and is still sitting steadily at #10 on PS4.
The top 10 software sellers for the week of December 31, 2018 - January 6, 2019 are shown below, along with hardware sales. The remainder of the chart can be viewed through Media Create.
https://www.gamesindustry.biz/articl...trong-in-japan
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