interview

While VR For Kids Is Low Priority, Family-Friendly Games Still On The Way

Oculus and other content publishers, particularly in the gaming space, are putting increased emphasis on the…

Virtual And Augmented Reality Moving Away From Apps, Toward Web

While brands have taken advantage of virtual and augmented reality to showcase products or provide immersive…

Alienware Takes Integrative Approach To Esports Sponsorships

Dell made two gaming announcements at CES this year, including a virtual reality-capable Inspiron Gaming desktop…

Driven By Enterprise Applications, Virtual Reality On Track To Grow In 2018

As we enter the third year of VR, the industry will look to grow its adoption…

Augmented Reality And Innovation To Drive Mobile Gaming In 2018

Mobile has been the fastest growing area of gaming for the past few years, and it…

Watch Loot Boxes, Snapchat For Game Marketing Trends In 2018

The new year has just started, but video game console trends that began in 2017 are…

‘Games As A Service’ Drives Video Game Growth In 2017, But Stumbles Along The Way

Both console and PC gaming saw growth this year, as video games continue to be treated…

Virtual Reality Finding Its Way Out Of ‘Trough Of Disillusionment’

In its second year on the consumer market, virtual reality has been challenged with getting out…

Overcoming The Challenge Of Mobile Game Discovery And Retention

Mobile gaming grew at a phenomenal rate in 2017, with highlights that include increased support for…

‘Sword Art Online’ Lays Out Strategy To Grow US Franchise

Having made a name for itself in Japan, the Sword Art Online (SAO) franchise—which includes novels,…

With Team SoloMid Partnership, Gillette Moves Deeper Into Esports

Procter and Gamble brand Gillette is partnering with popular global esports organization Team SoloMid (TSM) as…

‘Yu-Gi-Oh!’ Anime Explains Strategy In Collectible Card Game Market

With the digital collectible card game (CCG) industry estimated to reach $1.4 billion in revenue this year…

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