Latest Articles From CGM Staff
REDMOND, Wash.--(BUSINESS WIRE)--Three developers behind The Legend of Zelda: Breath of the Wild will host a panel at the upcoming Game Developers Conference in San Francisco. The panel, “Change and Constant – Breaking Conventions with The Legend of Zelda: Breath of the Wild,” will feature game director Hidemaro Fujibayashi, art director Satoru Takizawa and technical director Takuhiro Dohta. The panel is scheduled to be held 11 a.m. to 12:30 p.m. on March 1 at the Moscone Center. For decades, The Legend of Zelda series has been recognized as a trailblazer in game design that has influenced countless other games and developers. The latest game in the series, The Legend of Zelda: Breath of the Wild for both the Nintendo Switch and Wii U systems, introduces wide-ranging changes that break with many of the traditional conventions of the franchise. The panel will provide an in-depth look at how these convention-breaking changes were implemented. The panel will take place two days before Nintendo Switch, Nintendo’s new home system, and The Legend of Zelda: Breath of the Wild launch. For those who are not attending GDC, a video of the panel will be available at http://www.gdcvault.com the following week. For more information about Nintendo Switch, visit http://www.nintendo.com/switch. For more information about The Legend of Zelda: Breath of the Wild, visit http://www.zelda.com/breath-of-the-wild. Note to editors: Nintendo press materials are available at http://press.nintendo.com, a password-protected site. To obtain a login, please register on the site. Contacts GolinRich George, [email protected] Garcia, [email protected]
REDMOND, Wash.--(BUSINESS WIRE)--This week’s Nintendo Download includes the following featured content: Nintendo Mobile Fire Emblem Heroes – Nintendo’s hit strategy-RPG Fire Emblem series is now reimagined for smart devices. Fight battles customized for touch screens and on-the-go gameplay. Summon characters from across the Fire Emblem universe. Develop your Heroes’ skills and take them to new heights. This is your adventure – a Fire Emblem that’s like nothing you’ve seen before! Available today on App Store and Google Play, this application is free to download and offers some optional in-app purchases. Nintendo eShop on Nintendo 3DS Poochy & Yoshi’s Woolly World – Discover a handicraft world bursting at the seams with creativity, as you guide Yarn Yoshi or Yarn Poochy through clever side-scrolling stages. Unravel secrets, toss yarn to weave platforms, and power up with woolly transformations. All stages from the Wii U version are joined by new ones starring Poochy and more Nintendo 3DS exclusive features. A free demo for Poochy & Yoshi’s Woolly World is also available to download in Nintendo eShop. Virtual Console on Wii U Gradius – To save the planet in this TurboGrafx-16 space shooter, you must deploy the hyperspace fighter Vic Viper to fight the Bacterion invasion. Pilot the Vic Viper through seven stages, shooting and dodging through deadly obstacles, while using various power-ups, including missiles, lasers, options and shields. The Vic Viper’s target is the enemy fortress, Xaerous. The only way to end the war is to plunge deep through the enemy forces and destroy its very core. BOMBERMAN ’94 – The explosively fun BOMBERMAN gameplay is blowing up on Wii U! Place bombs, gather power-ups and ride different ROOI to defeat enemies and conquer stages in this classic action-packed TurboGrafx-16 game. You can even participate in tag-team matches, ensuring that you’ll have a blast! Nintendo eShop sales: Nintendo eShop on Wii U and Nintendo 3DS Great deals this week include Swap Fire, Soccer Up 3D and CUP CRITTERS (Wii U and Nintendo 3DS), plus several more! Check out the full list of deals on Nintendo 3DS and Wii U available this week at http://www.nintendo.com/games/sales-and-deals. Activities: Get ready for Valentine’s Day with My Nintendo – Valentine’s Day is coming up! Reward yourself or a loved one with discount rewards on digital games featuring the characters you love, as well as multiplayer games you can play together. Go to https://my.nintendo.com/ to redeem points today. Chibi-Robo! Zip Lash (Nintendo 3DS) Paper Mario (Wii U) Rhythm Heaven Megamix (Nintendo 3DS) Dr. Luigi (Wii U) Game & Wario (Wii U) Mario vs. Donkey Kong: Tipping Stars (Wii U & Nintendo 3DS) Also new this week: Lifespeed (Nintendo eShop on Nintendo 3DS) Legna Tactica (Nintendo eShop on Nintendo 3DS) Star Splash: Shattered Star (Nintendo eShop on Wii U) I C Redd (Nintendo eShop on Wii U) Lucentek Beyond (Nintendo eShop on Wii U) In addition to video games available at retail stores, Nintendo also offers a variety of content that people can download directly to their systems. Nintendo adds new games weekly to Nintendo eShop on the Wii U console, the Nintendo 3DS family of systems and the Wii™ Shop Channel for the Wii console. Nintendo eShop is a cash-based service that features a wide variety of content, including new and classic games, applications and demos. Users can add money to their account balances by using a credit card or purchasing a Nintendo eShop Card at a retail store and entering the code from the card. All funds from one card must be loaded in Nintendo eShop on either Wii U or the Nintendo 3DS family of systems, but can be used in either Nintendo eShop if the systems are linked to a single Nintendo Network account. The Wii Shop Channel offers games and applications and uses Wii Points™, which can be purchased via the Wii Shop Channel. The Nintendo DSi™ Shop offers games and applications and uses Nintendo DSi Points™. Click here for details about the recent Nintendo DSi Shop service change. Remember that Wii U, Wii, New Nintendo 3DS, New Nintendo 3DS XL, Nintendo 3DS, Nintendo 3DS XL, Nintendo 2DS and Nintendo DSi feature parental controls that let adults manage some of the content their children can access. Nintendo 3DS players who register a Nintendo Network ID gain access to free-to-start games and free game demos from Nintendo eShop, and also get the latest news and information direct from Nintendo. For more information about this and other features, visit http://www.nintendo.com/wiiu or http://www.nintendo.com/3ds. Note to editors: Nintendo press materials are available at http://press.nintendo.com, a password-protected site. To obtain a login, please register on the site. Contacts GolinEddie Garcia, [email protected] George, [email protected]
Nexon and Neople Games Release Evil Factory, Retro-Arcade-Styled Mobile Game Packed with Epic Boss...
Enter the Factory, Beat Down Bosses and Save the World! Watch the Launch Trailer (https://youtu.be/8UU_t-mdMFU) EMERYVILLE, Calif.--(BUSINESS WIRE)--Nexon and developer Neople have released Evil Factory, a mobile top-down action game that combines a retro 80's art style and an original electronic soundtrack with challenging modern arcade gameplay. Developed by a team of creative visionaries behind Dungeon Fighter Online, the hit side-scrolling arcade game, Evil Factory is available now as a free download on the App Store for iPhone and iPad and on Google Play for Android devices. Evil Factory skips over the cannon-fodder minions and throws players straight into challenging battles against huge 8-bit bosses. Each massive, screen-filling foe employs a challenging series of attacks that require players to react quickly and cleverly while using their arsenal of weapons and character boosts to survive each fast-paced battle. Evil Factory fuses detailed retro art and classic arcade gameplay with modern gameplay features including weapon upgrades, character progression, leaderboards and weekly events. “Evil Factory is a major passion project for us, showing off our distinct stylistic vision with gameplay that takes inspiration from some of our favorite arcade classics,” said Jaeho Hwang, Producer of Neople Games. “Our team’s creativity and imagination shines through each 8-bit pixel and over-the-top boss fight, and we can’t wait to share it with players around the world.” In the game, players will guide Leo, a short-tempered protagonist with a mind and mouth of his own, through an outrageous suicide mission to destroy the evil factory and its vile operators. Leo must take down monstrous weaponized animals on floor after floor of the evil factory on his journey to defeat the nefarious Kraken. “With Evil Factory, Neople has meshed modern gameplay mechanics with an uncanny retro arcade feeling for one of the most exciting, extraordinary and wild mobile games we’ve had the privilege of publishing,” said Lawrence Koh, General Manager at Nexon M. “It’s a truly unique gameplay experience which adds a brand new genre to Nexon’s expansive portfolio of AAA mobile titles, and players can expect new bosses, events and much more post-launch.” As a modern ode to classic arcade-styled games, Evil Factory features an original retro-themed synthesizer soundtrack by Jukio "Kuabee" Kallio, creator of the soundtracks for the cult hits Luftrausers and Nuclear Throne. If the art, music and intense boss battles aren’t nostalgic enough, Evil Factory harkens back to retro gaming through the miniature game cartridges which players can collect along their journey to unlock a variety of 8-bit arcade mini-games. Evil Factory can be downloaded on the App Store for iPhone and iPad and on Google Play for Android devices. About NEXON NEXON Co., Ltd. (“Nexon”) (3659.TO) is a global leader in online games for PC and mobile. Founded in Korea in 1994, Nexon developed one of the world's first graphics-based massively multiplayer online games. Nexon also pioneered the concept of microtransactions and the free-to-play business model, setting a new standard in which play is free, and users have the option to purchase in-game items to enhance their experience. Nexon currently services nearly 100 titles in more than 190 countries. The Company is headquartered in Tokyo, Japan and its shares are listed on the Tokyo Stock Exchange. About Neople Games Neople (www.neople.co.kr), an online game development company, was founded in 2001 and became a subsidiary of Nexon Korea in 2008. As their slogan “We Make Wonders” accurately states, Neople’s goal is to create highly differentiated and fun games. With the flagship title, Dungeon and Fighter, which has more than 400 million players all around the world, and our other games such as online action third-person shooter, Cyphers, and upcoming online first-person shooter, Ghost In the Shell Online, we are one of the most advanced game development companies in the world. Contacts fortyseven communicationsChase Colasonno, [email protected]
First ever joint look at mobile, mobile VR and VR markets by SuperData Research and Unity Technologies shows the category equaling that of global box office sales during that time NEW YORK--(BUSINESS WIRE)--#VR--The mobile games market generated $40.6 billion in worldwide revenue in 2016 – a sum equivalent to all global box office sales during the same time period – and grew 18% over the year before. Mobile games now account for half of the entire global digital games market. That’s according to a report, “Can’t Stop, Won’t Stop: The 2016 Mobile Games Market” issued today by SuperData Research, the leading provider of marketing intelligence for the playable media and digital gaming industry, and Unity Technologies, the leading platform for creating games and experiences in 2D, 3D, VR and AR. The analysis, which examines the combined mobile, mobile VR and VR markets, is the first to be issued jointly by the two companies and is based upon data from both. “The sustained growth of the global mobile games market is helping to legitimize games in the traditional media landscape,” says Stephanie Llamas, VP of Research and Strategy of SuperData Research. “The size of the market is also attracting the leading players in the gaming market, as can be seen with Activision’s Blizzard deal to buy King and Tencent acquiring Supercell.” According to the analysis by SuperData Research and Unity, Asia represents the largest mobile games market in the world, producing $24.8 billion in revenue in 2016, while North America and Europe generated $6.9 billion and $5.7 billion respectively. The ever growing US mobile market also represents a tremendous opportunity for marketers, as now Americans play mobile games more often than they watch Netflix, Hulu, or YouTube. Americans spent 5% more year over year on mobile games in 2016, and that number will continue to rise. “Players are installing more apps than ever and are more engaged with mobile games than TV and online videos,” shared John Cheng, General Manager of Unity Analytics. “They play six days a week and watch content only five. It’s been phenomenal to watch engagement on the different mobile and VR platforms grow, and that trend will continue to increase in the foreseeable future.” From Q1 to Q4, the time spent on mobile games grew by 12% on iOS and 9% on Android respectively, with gamers averaging almost 30 minutes of play time each day. As consumers continue to spend more time playing on mobile devices, the companies expect mobile gaming will continue to make strides towards the mainstream, giving marketers and developers an even greater opportunity to monetize this trend. Additional findings from the report include: 58% of mobile gamers play puzzle games, compared to 40% who play action games and 26% who play simulation games. Puzzle games don’t require high-level graphics and are ripe for on-the-go play. However, action games represent 30% of the share of game installs by genre, while puzzle games represent 14%. Unlike puzzle games, action games are quick to play through, and retain players at 70% the rate that puzzle games do. The U.S. is the only country with more players on iOS than Android. Android gamers represent 78% of the global market, but iOS continues to yield higher spending overall. In the U.S., developers made on average 45% more on a player using iOS over Android, but in China, Android players were worth eight times more than iOS. Indonesia tripled its potential for advertisers, seeing a 192% increase in installs in 2016. Spenders also play 84% more than the average Indian player, creating an undeniable opportunity for developers. Users engaged with VR more often than they did with games, movie, or TV. Mobile VR users engaged in 48 sessions per month, while PC/console users engaged in 36 sessions per month. Total VR revenue in 2016 was $1.8B, with 6.3 million devices sold. Samsung Gear VR came out as the leader with 4.5M devices sold due to a low barrier to entry as compared to high-price competitors like Oculus. For more information about SuperData Research, please visit www.superdataresearch.com. Additionally, please visit http://unity3d.com for more information about Unity Technologies. A copy of the full report is available here. About SuperData Founded by veteran games industry researchers, SuperData is the world’s leading provider of market intelligence covering the global markets for free-to-play games, digital console, mobile, PC, streaming media, eSports, and virtual reality. Using digital point-of-sale data received from publishers, developers and payment service providers, SuperData’s analyses are based on the monthly spending of over 78 million paying online gamers worldwide, in combination with qualitative consumer insights. SuperData helps its customers understand what people play, connect to, watch, and spend on. www.superdataresearch.com About Unity Technologies Unity Technologies is the creator of flexible and high-performance end-to-end development platform used to create rich interactive 2D, 3D, VR and AR experiences. Unity’s powerful graphics engine and full-featured editor serve as the foundation to develop beautiful games or apps and easily bring them to multiple platforms: mobile devices, home entertainment systems, personal computers, and embedded systems. Unity also offers solutions and services for creating games, boosting productivity, and connecting with audiences including Unity Ads, Unity Analytics, Unity Asset Store, Unity Cloud Build, Unity Collaborate, Unity Connect and Unity Certification. Unity Technologies serves millions of registered developers including large publishers, indie studios, students and hobbyists around the globe. For more information, visit: http://unity3d.com to see the latest games and experiences created in Unity, go to: http://madewith.unity.com. Contacts Daddi Brand Communications for SuperData ResearchBill Daddi, [email protected] Public Relations for Unity TechnologiesMelissa Sheridan, [email protected]
Activision Blizzard Further Accelerates Global Growth Strategy with Launch of New Consumer Products Division
Names Veteran Mattel and Disney Executive Tim Kilpin Division CEO and President SANTA MONICA, Calif.--(BUSINESS WIRE)--Activision Blizzard, Inc. (NASDAQ: ATVI) today announced the launch of a newly created Consumer Products division and the appointment of veteran Mattel and Disney executive Tim Kilpin as its CEO and president. The new division will further accelerate Activision Blizzard’s global growth strategy by leveraging its iconic content and creating new ways for audiences to connect with the Company’s franchises and characters. “Inspiring play, competition, and community underpins everything we do, and giving audiences new ways to experience our franchises is core to this commitment,” said Activision Blizzard Chief Executive Officer Bobby Kotick. “Under Tim’s leadership, we will elevate our consumer product offerings to the same level of exceptional quality as our games and transform the ways audiences connect with the characters they love in their everyday lives.” The launch of the new Consumer Products division is another strategic pillar in Activision Blizzard’s expansion of the platforms through which it offers its compelling franchises to audiences, including interactive content, television and film, competitive gaming and mobile. “Activision Blizzard is a global entertainment powerhouse, and its combination of iconic franchises and massive audience reach offers incredible opportunities for retailers and partners,” said Kilpin. “I’m excited to lead this newly-formed division and join Activision Blizzard’s already incredibly talented consumer products team in delivering powerful new partnerships and even more touchpoints to audiences.” In his new role, Kilpin will lead the development of innovative consumer products to expand and deepen audience engagement with Activision Blizzard’s iconic franchises through long-term retail partnerships, high-quality products and all new consumer experiences. Activision Publishing, Blizzard Entertainment and King Digital’s talented consumer product teams will join Kilpin in the new division. Most recently, Kilpin served as Mattel’s president and chief commercial officer, overseeing the company’s sales and marketing functions across all regions. Previously, he served as executive vice president for Mattel’s Boys and Girls Division, leading global brand strategy, marketing, product design and development, consumer products and content development for the company’s iconic brands, including Barbie, Hot Wheels and Monster High. Prior to that, Kilpin was executive vice president of franchise management for The Walt Disney Company, where he oversaw global cross-category franchise plans for Disney Princess, Winnie the Pooh, Mickey Mouse and Pixar properties. About Activision Blizzard Activision Blizzard, Inc., a member of the S&P 500, is the world's most successful standalone interactive entertainment company. We delight nearly 500 million monthly active users around the world through franchises including Activision's Call of Duty®, Destiny and Skylanders®, Blizzard Entertainment's World of Warcraft®, Overwatch®, Hearthstone®: Heroes of Warcraft™, Diablo®, StarCraft®, and Heroes of the Storm®, and King's Candy Crush™, Pet Rescue™ and Farm Heroes™. The company is one of the Fortune "100 Best Companies To Work For®". Headquartered in Santa Monica, California, Activision Blizzard has operations throughout the world, and its games are played in 196 countries. More information about Activision Blizzard and its products can be found on the company's website, www.activisionblizzard.com. Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision Blizzard’s expectations, plans, intentions or strategies regarding the future, including statements about the company’s Consumer Products division, are forward-looking statements that are not facts and involve a number of risks and uncertainties. Factors that could cause Activision Blizzard’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include unanticipated product delays and other factors identified in the risk factors sections of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Activision Blizzard as of the date of this release, and the company does not assume any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations. Contacts Activision Blizzard, Inc.Mary OsakoSr. Vice President, Global [email protected]
REDMOND, Wash.--(BUSINESS WIRE)--For the first time ever, Nintendo will run an ad during the Super Bowl. The 30-second spot, which along with an extended 90-second version can be viewed at http://www.youtube.com/nintendo, builds on the worldwide excitement for the new Nintendo Switch video game system and The Legend of Zelda: Breath of the Wild game, both of which launch March 3. The ad also features a new song by Imagine Dragons called “Believer” that premiered worldwide Jan. 31. The star of the ad, which is scheduled to run during the game’s fourth quarter on Feb. 5, is Nintendo Switch, which combines the power of a home console with the mobility of a hand-held video game system. People can play on their TVs at home, then grab Nintendo Switch and continue playing seamlessly wherever they go. The ad also shows off The Legend of Zelda: Breath of the Wild, which breaks conventions to become the next defining moment in the classic franchise. It offers the most immersive world that Nintendo has ever created and sends players on an adventure they will never forget. “The most anticipated video game system and video game of the year will be seen on the biggest stage of the year,” said Nicolas Chavez, Nintendo of America’s Vice President of Marketing. “Nintendo Switch will change how, when and where people play games. It’s only fitting that we’re changing how, when and where we advertise those games.” The soundtrack to Nintendo’s ad, “Believer” by Imagine Dragons, is available now on iTunes, Apple Music, Google Play, Amazon mp3 and Spotify, and is part of an upcoming new album from the band. This is not the first collaboration between Nintendo and Imagine Dragons, whose members are longtime fans of the video game company and The Legend of Zelda franchise. At The Game Awards in 2014, the band closed the show by performing a medley of music from The Legend of Zelda: Majora’s Mask with veteran Nintendo composer Koji Kondo. The extended cut of the ad demonstrates the versatility of Nintendo Switch by showcasing the system in a variety of locations where home video games are not traditionally played, from a classroom to a kitchen to a laundromat. It also shows a number of upcoming single- and multiplayer games for the system, and how Nintendo Switch introduces fun new ways to play. The names and launch timing of Nintendo Switch games featured in the extended cut include The Legend of Zelda: Breath of the Wild (March 3), 1-2-Switch (March 3), Mario Kart 8 Deluxe (April), ARMS (spring), Splatoon 2 (summer), Just Dance 2017 from Ubisoft (March 3) and Ultra Street Fighter II: The Final Challengers from Capcom (launch timing TBD). Nintendo Switch will be available at a suggested retail price of $299.99. About Nintendo: The worldwide pioneer in the creation of interactive entertainment, Nintendo Co., Ltd., of Kyoto, Japan, manufactures and markets hardware and software for its Wii U™ and Wii™ home consoles, and Nintendo 3DS™ and Nintendo DS™ families of portable systems. Since 1983, when it launched the Nintendo Entertainment System™, Nintendo has sold more than 4.4 billion video games and more than 696 million hardware units globally, including the current-generation Wii U, Nintendo 3DS and Nintendo 3DS XL, as well as the Game Boy™, Game Boy Advance, Nintendo DS, Nintendo DSi™ and Nintendo DSi XL™, Super NES™, Nintendo 64™, Nintendo GameCube™ and Wii systems. It has also created industry icons that have become well-known, household names such as Mario™, Donkey Kong™, Metroid™, Zelda™ and Pokémon™. A wholly owned subsidiary, Nintendo of America Inc., based in Redmond, Wash., serves as headquarters for Nintendo’s operations in the Western Hemisphere. For more information about Nintendo, please visit the company’s website at http://www.nintendo.com. Note to editors: Nintendo press materials are available at http://press.nintendo.com, a password-protected site. To obtain a login, please register on the site. Contacts GOLINSarah Ingram, [email protected] George, [email protected]
HyperX Commitment to ELEAGUE and eSports Community Continues as Official Headset Sponsor of ELEAGUE...
HyperX Sponsors ELEAGUE CS:GO Major in Atlanta, with One Million Dollar Prize Pool FOUNTAIN VALLEY, Calif.--(BUSINESS WIRE)--#AlloyFPS--HyperX®, the high-performance gaming division of Kingston® Technology Company, Inc., today announced continued support of the eSports community by sponsoring ELEAGUE and the 2017 tournament season. HyperX was the official gaming headset sponsor of ELEAGUE in its inaugural year and is pleased to continue to support the growth of eSports. The First CS:GO Major, sponsored by HyperX, will be broadcast on live television. “HyperX is proud to sponsor ELEAGUE for a second year as a marketing partner and the official headset sponsor,” said Daniel Kelley, director of marketing, HyperX. “ELEAGUE and eSports have grown to become more popular on-line and on broadcast TV, gaming is mainstream entertainment and HyperX gaming headsets are loved by gamers.” “HyperX is the perfect match for ELEAGUE as our official marketing partner. We can feel their enthusiasm to grow with us and deliver eSports as mainstream entertainment for everyone,” said Seth Ladetsky, senior vice president, Turner Sports Ad Sales. “HyperX continues to grow its fan base, with socially engaged fans that love the experience of ELEAGUE.” The ELEAGUE Major will be held January 22-29 in Atlanta. Sixteen Legend and Challenger teams will compete for the title of CS:GO Major Champion and a majority share of the $1,000,000 prize pool, including HyperX sponsored teams like SK Gaming, Team Liquid, Natus Vincere, Team EnVyUs, and G2 Esports. The entire event will be streamed live via the ELEAGUE channels on Twitch and YouTube, with the Grand Final presented live on TBS and Twitch. Fans can also take control of the action with ELEAGUE Live Game Command (live.eleague.com) through a customized viewing experience from every angle, camera and team feed. In addition to sponsoring the event and many of the teams participating, HyperX will be demonstrating gaming headsets and keyboards, including the much anticipated Cloud Revolver ® S gaming headset. HyperX will be selling Alloy FPS ® keyboards and HyperX Cloud headsets during the ELEAGUE Major playoffs, Jan. 27-29, from Fox Theatre in Atlanta. About Turner Sports Turner Sports, a division of Turner, is an industry leader in the delivery of premium sports content across all multimedia screens. Turner Sports’ television coverage includes the NBA, Major League Baseball, NCAA Division I Men’s Basketball Championship, ELEAGUE and professional golf. The company also manages some of the most popular sports destinations across broadband and mobile platforms including Bleacher Report and its top-rated Team Stream app, NCAA.com and the critically acclaimed NCAA March Madness Live suite of products, PGA.com and the Sports Emmy Award-winning PGA Championship LIVE, as well as an accompanying collection of mobile sites and connected device apps. Turner Sports and the NBA also jointly manage NBA Digital, a robust collection of offerings including NBA TV, NBA.com, NBA LEAGUE PASS, NBA Mobile, the NBA App, NBADLEAGUE.com and WNBA.com. About WME | IMG WME | IMG is the global leader in entertainment, sports, events, media and fashion. Operating in more than 30 countries, the company specializes in talent representation and management; brand strategy, activation and licensing; media production, sales and distribution; and event management. About HyperX HyperX is the high-performance product division of Kingston Technology encompassing high-speed DDR4 and DDR3 memory, SSDs, USB Flash drives, gaming headsets, keyboards and mouse pads. Supporting the needs of gamers, overclockers and enthusiasts, HyperX is known throughout the world for quality, performance and innovation. HyperX is committed to eSports as it sponsors over 30 teams globally and is the main sponsor of Intel Extreme Masters and ELEAGUE 2017. For more information visit the HyperX home page. Connect with HyperX on social channels including: YouTube: http://www.youtube.com/hyperx; Facebook: http://www.facebook.com/hyperxcommunity; Twitter: http://twitter.com/hyperx; Instagram: https://instagram.com/hyperx/; LinkedIn: https://www.linkedin.com/company/hyperx; and Google+: https://plus.google.com/+hyperx/videos. Editor’s Note: For additional information, evaluation units or executive interviews, please contact Mark Tekunoff, Kingston Technology Company, Inc. 17600 Newhope Street, Fountain Valley, CA USA 92708, 714-438-2791(Voice). Press images can be found in Kingston’s press room here. Kingston, the Kingston logo and HyperX are registered trademarks of Kingston Technology Corporation. All rights reserved. All other marks may be the property of their respective titleholders. Contacts HyperXMark [email protected] & Company for HyperXCarla Mancebo408-369-7200 [email protected] Ad SalesGerry [email protected] SportsNate [email protected]
LOS ANGELES--(BUSINESS WIRE)--The Academy of Interactive Arts & Sciences (AIAS) is pleased to announce the nominees for its two new categories: Immersive Reality Game of the Year and Immersive Reality Technical Achievement. These new categories reflect the new technology platforms and innovations that have emerged the past couple of years through virtual reality and augmented reality. The winners will be revealed at the Awards ceremony on Thursday, Feb. 23, at The Mandalay Bay Convention Center in Las Vegas after the 2017 D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit (#DICE2017). The Awards ceremony is co-hosted by Jessica Chobot of Nerdist News and Kinda Funny co-founder Greg Miller. It will stream live in its entirety beginning at 7:30pm PT/10:30pm ET via live.interactive.org. Also being celebrated this year is Todd Howard, legendary game director of The Elder Scrolls and Fallout series, who will be inducted into the AIAS Hall of Fame. Immersive Reality Game of the Year: The single game released on an immersive reality platform that best utilizes the attributes of the platform to entertain users. Elements of design, direction and narrative are factored into the title selection. Titles of all genres are eligible if commercially available on a publicly released platform. Eagle Flight Publisher: Ubisoft Developer: FunHouse I Expect You To Die Publisher: Schell Games Developer: Schell Games Job Simulator Publisher: Owlchemy Labs Developer: Owlchemy Labs The Lab Publisher: Valve Developer: Valve SUPERHOT VR Publisher: SUPERHOT Sp. z o.o. Developer: SUPERHOT Sp. z o.o. Immersive Reality Technical Achievement: This award celebrates the highest level of technical achievement within an immersive reality experience through the combined attention to gameplay engineering and visual engineering. Elements honored include but are not limited to technology features specifically associated with the immersive medium, artificial intelligence, physics, engine mechanics, and visual rendering. Eagle Flight Publisher: Ubisoft Developer: FunHouse I Expect You To Die Publisher: Schell Games Developer: Schell Games Job Simulator Publisher: Owlchemy Labs Developer: Owlchemy Labs SUPERHOT VR Publisher: SUPERHOT Sp. z o.o. Developer: SUPERHOT Sp. z o.o. Tilt Brush Publisher: Google Developer: Google For a full list of the 20th D.I.C.E. Awards nominees: http://www.interactive.org/images/awards/20th-Annual-DICE-Finalists.pdf To register for the D.I.C.E. Summit and Awards Show, visit www.dicesummit.org. Contacts Academy of Interactive Arts & SciencesDebby Chen, [email protected]
The Pokémon Company International Announces Record-Breaking UK Sales for Pokémon Trading Cards and Toys
LONDON--(BUSINESS WIRE)--The Pokémon Company International announced today that Pokémon has achieved record-breaking sales figures at retail in the UK throughout 2016, for its Trading Card Game (TCG) and toys from master toy partner TOMY, as reported by the NPD Group. According to figures recorded by the NPD Group Toys retail tracking service, the Pokémon property recorded a 285% increase in sales throughout 2016 against market growth of 6% in the whole UK toy market. In the last three months, October to December, Pokémon increased sales by 512% versus the 7.7% market growth. Also, in the Christmas week, Pokémon TCG smashed through the one million pounds sterling barrier, achieving retail sales of £1.29m in a seven-day period, a 733.7% increase on the previous year. Mathieu Galante, Senior Market Development Manager for The Pokémon Company International, said: “Thanks to the activities celebrating Pokémon’s 20th year, plus the huge impact of our video game releases, interest in the brand has escalated, ensuring figures for TCG and toy sales have been incredible. We fully expect that demand for the product will remain high throughout 2017 as new expansions are introduced to tie in with our new Nintendo 3DS games Pokémon Sun and Pokémon Moon.” Steve Buckmaster Managing Director of Esdevium Games - UK distributor of the Pokémon TCG - said: “We are delighted to announce these sensational figures just ahead of Toy Fair and look forward to talking to our retail partners at the show about ways that we can keep the phenomenal demand going. We are very excited about our first Pokémon TCG: Sun & Moon expansion, which will be released in February.” Camilla MacQueen, UK Brand Manager at TOMY Europe said: “We’re excited to be part of Pokémon’s fantastic achievement. We’re expecting 2017 to be another huge year for Pokémon and we’re looking forward to unveiling two new product lines at Toy Fair London that will appeal to collectors of all ages.” The global phenomenon of Pokémon was first launched in Japan in 1996 as a role-playing game for Nintendo’s Game Boy system and reached the United States and Europe in 1998–99. The first generation of Pokémon games introduced the original 151 Pokémon. Today the Pokémon universe includes more than 800 Pokémon that players can catch, trade, and battle against their opponents in the quest to become the best Pokémon Trainer. Pokémon has since grown into one of the most popular entertainment properties in the world. It is one of the most successful video game franchises of all time, with more than 279 million video games sold worldwide. In addition, 21.5 billion TCG cards have been shipped to 74 countries in 11 languages, and over 450,000 players take part in Pokémon events every year. There are also more than 900 episodes of the animated TV series, now starting its 20th season. -ENDS – About Pokémon The Pokémon Company International, a subsidiary of The Pokémon Company in Japan, manages the property outside of Asia and is responsible for brand management, licensing, marketing, the Pokémon Trading Card Game, the animated TV series, home entertainment, and the official Pokémon website. Pokémon was launched in Japan in 1996 and today is one of the most popular children’s entertainment properties in the world. For more information, visit Pokemon.co.uk. Contacts PokémonValerie TaylorPublicity ConsultantTel + 44 7889 666594Email: [email protected]
CGM is giving away more movies! CGM has teamed up with Warner Bros. Home Entertainment to give away some of the best movies in recent history. This month we are giving away Justice League...
WASHINGTON--(BUSINESS WIRE)--The U.S. computer and video game industry generated $30.4 billion in revenue in 2016, according to new data released today by the Entertainment Software Association (ESA) and the NPD Group. This total consumer spend figure includes revenues from all hardware, software, peripherals, and in-game purchases. This is an increase in total consumer spend from reported 2015 sales, which were at $30.2 billion. “2016 was another enormous year for the interactive entertainment industry,” said Michael D. Gallagher, president and CEO of the ESA, which represents the U.S. video game industry. “The industry’s innovative genius and ability to engage and delight billions of gamers worldwide delivered another record performance. Congratulations to the developers, storytellers, creators, and investors who defined the leaderboard for entertainment.” Separately, ESA highlighted that video game software revenue grew 6 percent from the 2015 level. In 2016, video game software revenue, which includes physical packaged goods, mobile games, downloadable content, subscriptions, and other revenue streams, reached $24.5 billion—up from 23.2 billion in 2015. In 2016, virtual reality systems like the Sony PlayStation VR, Vive, and Oculus Rift reached the mass market to consumer interest. The release of Pokémon Go became a cultural phenomenon on mobile, while the later release of Pokémon Sun and Pokémon Moon on portable gaming devices achieved the highest launch month consumer spend in the history of the franchise, according to NPD. Blockbusters like Battlefield 1, Call of Duty: Infinite Warfare, Madden NFL 17, NBA 2K17 and Tom Clancy’s The Division drove consumer spend on console platforms. Finally, the PC platform was the most diverse and dynamic of all growth platforms, with a record number of titles reaching PC gamers in 2016. “Growth in entertainment software consumer spend was seen across the mobile, PC, virtual reality, subscription, portable and digital console segments,” said Mat Piscatella, industry analyst, The NPD Group. “Consumers have more options to purchase and enjoy entertainment software than ever before, while developers have more and easier ways of delivering that content. No matter the delivery platform, entertainment software has never been more engaging, diverse or accessible.” The U.S. video game industry is one of the nation’s fastest growing economic sectors, providing tens of thousands of high-paying jobs to Americans and generating billions of dollars in revenue for communities across the nation. ESA offers a wide range of services to interactive entertainment software publishers, including conducting business and consumer research, providing legal and policy analysis and advocacy on First Amendment, intellectual property, and technology/e-commerce issues, managing a global content protection program, owning and operating E3 and representing video game industry interests in federal and state government relations. For more information, visit ESA’s website or follow us on Twitter at @RichatESA or @ESAGovAffairs. Contacts Entertainment Software AssociationDan HewittOffice: 202-223-2400Cell: [email protected]