EA released the trailer of Madden NFL 22, showcasing the amount of detail and depth that is going into the new title.
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O Fable, Fable, wherefore art thou Fable?
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The report "Esports Market by Revenue Streams (Media Rights (Subscription & Online Advertisement), Tickets and Merchandise, Sponsorship & Direct Advertisement, and Publisher Fees), and Geography (North America, Europe, APAC, and RoW) - Global Forecast to 2023" According to the new market research report, the esports market is expected to be worth USD 926.3 million in 2018 and is expected to reach USD 2,174.8 million by 2023, at a CAGR of 18.61% between 2018 and 2023.Media rights (subscription and online advertisement), tickets and merchandise, sponsorship and direct advertisement, and publisher fees are the major streams that contribute to the overall revenue generation of the esports market.Browse 60 market data Tables and 32 Figures spread through 132 Pages and in-depth TOC on "Esports Market - Global Forecast to 2023"Download PDF Brochure @ https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=123759465 Sponsorships and direct advertisements to account for largest share of esports market revenue by 2018Sponsorships and direct advertisements have a large contribution to the overall esports market revenue.In the recent years, sponsorship has witnessed a vast increase, bringing a whole new dimension to the concept of professional gaming.The increasing number of offline esports tournaments is providing opportunities for sponsors and advertisers to create brand awareness and loyalty among its customers.Asia Pacific currently leads esports market in terms of market valueAPAC is the largest market for esports owing to the presence of key game publishers and event organizers, such as Tencent, Alisporst, and Nintendo.Moreover, a number of esports spectators, sponsors, and brands from the western countries are increasingly investing in the market in this region.The esports ecosystem comprises companies such as  Modern Times Group (Sweden), Activision Blizzard (US), FACEIT (UK), Total Entertainment Network (US), Gfinity (UK), Turner Broadcasting System (US), CJ Corporation (South Korea), Valve Corporation (US), Tencent (China), and Electronic Arts (EA) (US).
Here's our ongoing recap of E3 2021, which breaks down the biggest news and trends of the expo.
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The cybercriminals behind the EA hack used Slack to trick the company's IT department into giving them access to its network.
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Back in January, Electronic Arts and Respawn Entertainment launched a patch for Star Wars Jedi: Fallen Order, which improved framerates and resolution for those who were playing on PlayStation 5 or Xbox Series X|S. Today, the two companies released a full-fledged current-gen version of Star Wars Jedi: Fallen Order, which will be available as a standalone purchase for those who … Continue reading
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The Star Wars Metroidvania romp will be available as a free cross-generation upgrade for owners of PS4 and Xbox One versions.
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EA Games’ huge game theft, which saw source code for FIFA 21 and other key titles stolen, hinged on a $10 cookie and some disturbingly simple social engineering, according to the hackers responsible. Electronic Arts confirmed it had been the victim of the cybercrime earlier this week, with around 780GB of data – including game code and more – yanked … Continue reading
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The tech giant is working on TV software and a streaming device to access Xbox games anywhere with an internet connection.
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While it’s an exciting time for the games industry as a whole, it looks like it’s a rather sour day for Electronic Arts. The company, apparently, has fallen victim to a security breach, with hackers making off with nearly a terabyte of data in the process. The source code for one of EA’s biggest franchises was reportedly stolen in the … Continue reading
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EA confirms an attack in which hackers reportedly nabbed 780GB of data from the company behind games like FIFA, Battlefield and the Sims.
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Hackers have breached EA's corporate network where they stole game source code and development tools.
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The Sims 4's next expansion pack will feature cottagecore-themed elements like farm living, animal rearing, and a close connection to nature.
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The upcoming Battlefield 2042 is powered by the Frostbite engine. | Image: EA Motherboard is reporting that EA has fallen victim to hackers, who made away with the source code to FIFA 21, the Frostbite engine (which is behind not only EA’s soccer/football series, but Battlefield as well), and other game development tools. The hackers are reportedly advertising that the data is for sale on hacking forums, but that they’ll only consider offers from big-name members of the hacking community. Source code is a big deal in programing, so it’s a big deal when companies lose control over it, and the gaming industry has seen some huge thefts recently: hackers stole CD Projekt Red’s source code for Cyberpunk 2077 and The Witcher 3 in February and in July of 2020, Nintendo saw the source code for many SNES and Nintendo 64... Continue reading…
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Earlier today, Electronic Arts and DICE officially revealed Battlefield 2042, the next game in the long-running series. While we’d usually expect new game reveals to be light on details, the two companies actually revealed quite a bit about Battlefield 2042 today. The focus was entirely on multiplayer, and there’s good reason for that, as Battlefield 2042 apparently won’t ship with … Continue reading
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Online games have a large audience like kids below 10 years and adults above 30 years. Market scope and structure analysis:                  Report Metric                                          Details   Market size available for years   2020–2027   Base year considered   2019   Forecast period   2021–2027   Forecast units   Value ($US)   Segments covered   Type, Platform, Gamer Type, and Region   Regions covered North America (U.S. and Canada), Europe (Germany, UK, France, Italy, Spain, and Rest of Europe), Asia-Pacific (China, Japan, India, Australia, Malaysia, Thailand, Indonesia, and Rest of Asia-Pacific), LAMEA (Middle East, Brazil, and Rest of LAMEA)   Companies covered Peak Games, Gree, Microsoft, Sony Corp., Tencent, Activision Blizzard, Konami, NCSOFT, GungHo Online, King Digital Entertainment, Arkadium, Riot Games, Electronic Arts, Playdom, Wargaming, Giant Interactive. Ask for sample copy of this report:- https://www.alliedmarketresearch.com/request-sample/6775 COVID-19 Scenario Analysis:  The online gaming market is one of the markets that is benefited from COVID-19 as many people are turning toward online games in their free time. Due to lockdown, the sale of online games has drastically increased. However, new technologies in hardware, government interference, and rise in subscription prices of games are the factors that can hinder the growth of the online gaming market, but awareness about new games and high-end graphics can help in paving a path for the market growth. The global online gaming market trends are as follows: An increase in adoption of online games has increased its popularity that leads to E-sport.
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Last-gen versions top out at 64 players; no single-player campaign this time.
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Today is a big day for Battlefield fans, as the next game in the series is going to be officially revealed. We’re not entirely sure what we’re going to get today, but we do know that there will at least be a reveal trailer for the game. There will also be a countdown livestream in the lead up to the … Continue reading
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We interviewed franchise director Lee Mather about this year's installment.
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Aimed to provide most segmented consumption and sales data of different types of Digital Games, downstream consumption fields and competitive landscape in different regions and countries around the world, this report analyzes the latest market data from the primary and secondary authoritative source.The report also tracks the latest market dynamics, such as driving factors, restraining factors, and industry news like mergers, acquisitions, and investments.It provides market size (value and volume), market share, growth rate by types, applications, and combines both qualitative and quantitative methods to make micro and macro forecasts in different regions or countries.ALSO READ :  http://www.marketwatch.com/story/global-dining-chairs-market-by-type-by-application-by-segmentation-by-region-and-by-country-2020-2021-05-05The report can help to understand the market and strategize for business expansion accordingly.In the strategy analysis, it gives insights from marketing channel and market positioning to potential growth strategies, providing in-depth analysis for new entrants or exists competitors in the Digital Games industry.The report focuses on the top players in terms of profiles, product analysis, sales, price, revenue, and gross margin.Major players covered in this report:Piranha Games NCsoft Take-Two Interactive Microsoft Corporation Touchten Games Nazara Techonologies Zynga Nintendo Electronic Arts Omnidrone Playsnak Ubisoft Activision Blizzard Sony Corporation Steel Wool Studios GungHo Online Chopup Witching Hour StudiosALSO READ :  http://www.marketwatch.com/story/global-edi-water-treatment-system-market-insights-overview-analysis-and-forecast-2021-2021-05-05By Type:Game machine Tablet Computer Mobile phone OtherBy Application:woman ManGeographically, the regional consumption and value analysis by types, applications, and countries are included in the report.Furthermore, it also introduces the major competitive players in these regions.Major regions covered in the report:North AmericaEuropeAsia-PacificLatin AmericaMiddle East & AfricaCountry-level segmentation in the report:United StatesGermanyUKFranceALSO READ :  http://www.marketwatch.com/story/global-usa-cabergoline-market-by-type-by-application-by-segmentation-by-region-and-by-country-2020-2021-05-07ItalySpainPolandRussiaChinaJapanIndiaIndonesiaThailandPhilippinesMalaysiaSingaporeVietnamBrazilSaudi ArabiaUnited Arab EmiratesQatarBahrainYears considered for this report:Historical Years: 2015-2019Base Year: 2019Estimated Year: 2020Forecast Period: 2020-2027ALSO READ :  http://www.marketwatch.com/story/global-cardiovascular-guidewires-market-size-share-value-and-competitive-landscape-forecast-year-2021-2026-2021-05-06Table of Contents1 Market Overview1.1 Digital Games Introduction1.2 Market Analysis by Type1.2.1 Game machine 1.2.2 Tablet 1.2.3 Computer 1.2.4 Mobile phone 1.2.5 Other 1.3 Market Analysis by Application1.3.1 woman 1.3.2 Man 1.4 Market Analysis by Region1.4.1 United States Market States and Outlook (2015-2027)1.4.2 Europe Market States and Outlook (2015-2027)1.4.3 China Market States and Outlook (2015-2027)1.4.4 Japan Market States and Outlook (2015-2027)1.4.5 Southeast Asia Market States and Outlook (2015-2027)1.4.6 India Market States and Outlook (2015-2027)ALSO READ :  http://www.marketwatch.com/story/global-unified-communication-as-a-service-ucaas-market-size-share-value-and-competitive-landscape-2021-2026-2021-05-071.4.7 Brazil Market States and Outlook (2015-2027)1.4.8 GCC Countries Market States and Outlook (2015-2027)1.5 Market Dynamics and Development1.5.1 Merger, Acquisition and New Investment1.5.2 Market SWOT Analysis1.5.3 Drivers1.5.4 Limitations1.5.5 Opportunities and Development Trends1.6 Global Digital Games Market Size Analysis from 2015 to 20271.6.1 Global Digital Games Market Size Analysis from 2015 to 2027 by Consumption Volume1.6.2 Global Digital Games Market Size Analysis from 2015 to 2027 by Value1.6.3 Global Digital Games Price Trends Analysis from 2015 to 20272 Global Digital Games Competition by Types, Applications, and Top Regions and Countries2.1 Global Digital Games (Volume and Value) by Type2.1.1 Global Digital Games Consumption and Market Share by Type (2015-2020)2.1.2 Global Digital Games Revenue and Market Share by Type (2015-2020)2.2 Global Digital Games (Volume and Value) by Application2.2.1 Global Digital Games Consumption and Market Share by Application (2015-2020)2.2.2 Global Digital Games Revenue and Market Share by Application (2015-2020)2.3 Global Digital Games (Volume and Value) by Region2.3.1 Global Digital Games Consumption and Market Share by Region (2015-2020)2.3.2 Global Digital Games Revenue and Market Share by Region (2015-2020)3 United States Digital Games Market Analysis3.1 United States Digital Games Consumption and Value Analysis3.2 United States Digital Games Consumption Volume by Type3.3 United States Digital Games Consumption Structure by Application4 Europe Digital Games Market Analysis4.1 Europe Digital Games Consumption and Value Analysis4.2 Europe Digital Games Consumption Volume by Type4.3 Europe Digital Games Consumption Structure by Application4.4 Europe Digital Games Consumption by Top Countries4.4.1 Germany Digital Games Consumption Volume from 2015 to 20204.4.2 UK Digital Games Consumption Volume from 2015 to 20204.4.3 France Digital Games Consumption Volume from 2015 to 20204.4.4 Italy Digital Games Consumption Volume from 2015 to 20204.4.5 Spain Digital Games Consumption Volume from 2015 to 20204.4.6 Poland Digital Games Consumption Volume from 2015 to 20204.4.7 Russia Digital Games Consumption Volume from 2015 to 20205 China Digital Games Market Analysis5.1 China Digital Games Consumption and Value Analysis5.2 China Digital Games Consumption Volume by Type5.3 China Digital Games Consumption Structure by Application6 Japan Digital Games Market Analysis6.1 Japan Digital Games Consumption and Value Analysis6.2 Japan Digital Games Consumption Volume by Type6.3 Japan Digital Games Consumption Structure by Application7 Southeast Asia Digital Games Market Analysis7.1 Southeast Asia Digital Games Consumption and Value Analysis7.2 Southeast Asia Digital Games Consumption Volume by Type7.3 Southeast Asia Digital Games Consumption Structure by Application7.4 Southeast Asia Digital Games Consumption by Top Countries7.4.1 Indonesia Digital Games Consumption Volume from 2015 to 20207.4.2 Thailand Digital Games Consumption Volume from 2015 to 20207.4.3 Philippines Digital Games Consumption Volume from 2015 to 20207.4.4 Malaysia Digital Games Consumption Volume from 2015 to 20207.4.5 Singapore Digital Games Consumption Volume from 2015 to 20207.4.6 Vietnam Digital Games Consumption Volume from 2015 to 20208 India Digital Games Market Analysis8.1 India Digital Games Consumption and Value Analysis8.2 India Digital Games Consumption Volume by Type8.3 India Digital Games Consumption Structure by Application9 Brazil Digital Games Market Analysis9.1 Brazil Digital Games Consumption and Value Analysis9.2 Brazil Digital Games Consumption Volume by Type9.3 Brazil Digital Games Consumption Structure by Application10 GCC Countries Digital Games Market Analysis10.1 GCC Countries Digital Games Consumption and Value Analysis10.2 GCC Countries Digital Games Consumption Volume by Type10.3 GCC Countries Digital Games Consumption Structure by Application10.4 GCC Countries Digital Games Consumption Volume by Major Countries10.4.1 Saudi Arabia Digital Games Consumption Volume from 2015 to 202010.4.2 United Arab Emirates Digital Games Consumption Volume from 2015 to 202010.4.3 Qatar Digital Games Consumption Volume from 2015 to 202010.4.4 Bahrain Digital Games Consumption Volume from 2015 to 202011 Manufacturers Profiles11.1 Piranha Games 11.1.1 Business Overview 11.1.2 Products Analysis 11.1.3 Piranha Games Digital Games Sales, Price, Revenue, Gross Margin 11.1.4 Piranha Games Digital Games Sales by Region 11.2 NCsoft 11.2.1 Business Overview 11.2.2 Products Analysis 11.2.3 NCsoft Digital Games Sales, Price, Revenue, Gross Margin 11.2.4 NCsoft Digital Games Sales by Region 11.3 Take-Two Interactive 11.3.1 Business Overview 11.3.2 Products Analysis 11.3.3 Take-Two Interactive Digital Games Sales, Price, Revenue, Gross Margin 11.3.4 Take-Two Interactive Digital Games Sales by Region 11.4 Microsoft Corporation 11.4.1 Business Overview 11.4.2 Products Analysis 11.4.3 Microsoft Corporation Digital Games Sales, Price, Revenue, Gross Margin 11.4.4 Microsoft Corporation Digital Games Sales by Region 11.5 Touchten Games 11.5.1 Business Overview 11.5.2 Products Analysis 11.5.3 Touchten Games Digital Games Sales, Price, Revenue, Gross Margin 11.5.4 Touchten Games Digital Games Sales by Region 11.6 Nazara Techonologies 11.6.1 Business Overview 11.6.2 Products Analysis 11.6.3 Nazara Techonologies Digital Games Sales, Price, Revenue, Gross Margin 11.6.4 Nazara Techonologies Digital Games Sales by Region 11.7 Zynga 11.7.1 Business Overview 11.7.2 Products Analysis 11.7.3 Zynga Digital Games Sales, Price, Revenue, Gross Margin 11.7.4 Zynga Digital Games Sales by Region ....continued CONTACT [email protected]+44 203 500 2763+1 62 825 80070971 0503084105 
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