We often get asked if violent video games cause agression in teenagers. Well now we have the answer…
A recent article by NewZoo shows some interesting insights into the Subscriptions Business Model and family buying habits.
If you want your people on the front line to have that competitive edge, then they need to know their stuff. It's when they know their stuff that they have the power to perform.
Keeping staff on top of their product knowledge can be a real challenge. Too often, learning about products is tedious and boring. With the pace of change these days, the problem never goes away either.
Gaming may be viewed as today's most popular form of entertainment, but the capacity of games to hook into the human psyche is being used to full advantage in other areas such as health and education. Digital Australia 2016, a comprehensive report on the state of interactive media in Australia, confirms that games are a serious medium for the knowledge age.
Over the last 10 years, we’ve seen the the games industry evolve into the biggest entertainment industry in the world. In 2015, it was worth over $100 billion worldwide. Major new consoles are certainly partially responsible for the recent growth spurt, but in fact the fastest growing area is mobile.
A recent article from Flurry, those fantastic mobile analytics people, clearly shows that games are still top of the popularity charts when it comes to mobile. In fact, on average, people are spending 88% more time playing games than they are using Facebook, the next most popular activity. here's a full breakdown of the numbers...
A recent report shows that global spend on game apps more than doubled from 2012 to 2013 and that digital games spend is higher than both online movies and mobile apps combined. The report also highlights that digital games are the biggest content category with consumer spend of $34B excluding apps.