Managing editor of WeQ Studios, Sven Lubek, lays out what hyper-casual is, explores its long-term viability, and addresses the monetization concerns surrounding hyper-casual games.
Facebook's director of EMEA publisher solutions weighs in on what the research says about monetization trends for in-game purchases.
Niantic's highly anticipated AR game Harry Potter: Wizards Unite is now live on iOS and Android. While the game is performing well in terms of revenue and downloads, its success lingers behind Pokémon Go due to AR's increasingly mainstream success.
Mobile games are primed for advertisements that yield as much, if not more, value as television ads did before the digital revolution.
Bethesda's latest mobile game was originally released to invite-only early access in March 2019, with full beta release in April.
Supercell recently introduced a 'battle pass' of sorts into Clash of Clans, according to Sensor Tower, which proves that season passes really are the new monetization hotness.
Nearly one year after Fortnite: Battle Royale made its debut on mobile, Activision has announced a partnership with Tencent to launch Call of Duty: Mobile as a free-to-play iOS and Android title.
Abrakam COO and co-founder, Jean-Michel Vilain, talks about how their CCG Faeria finally went back to its premium roots.
Gone are the days of developers depending on whales— big spenders — to contribute the majority of sales for free-to-play games as spending in games becomes more commonplace.