Tag: Mobile gaming

  • Game on: PUBG returns as Battlegrounds Mobile India

    Game on: PUBG returns as Battlegrounds Mobile India

    NEW DELHI: It’s ‘winner winner, chicken dinner’ time again as popular mobile gaming phenomenon PUBG is all set to make a comeback in India, in a new avatar. The game’s South Korea-based developer Krafton has officially announced the relaunch of the game, now rebranded as Battlegrounds Mobile India.

    While Krafton has not revealed the exact date of the launch, it has assured that the multi-player game will be available to play soon. The official website of Battlegrounds Mobile India has already gone live and the company has also released an official teaser of the game.

    Ever since the government imposed ban last year, PUBG fans have been playing a game of Schrödinger’s cat, as the game developers teased a relaunch every now and then without any concrete details to offer.

    Battlegrounds Mobile India, a battle royale experience, will have a period of pre-registration before the launch. The game will be available to play only in India. Krafton will collaborate with partners to build an esports ecosystem while bringing in-game content regularly, starting with a series of India specific in-game events at launch, to be announced later.

    With privacy and data security being a top priority, Krafton will be working with partners to ensure data protection and security at each stage, the company said in a statement. “This will ensure privacy rights are respected, and all data collection and storage will be in full compliance with all applicable laws and regulations in India,” it added.

    Even though gameplay and other related details are yet to be revealed, the privacy policy and terms of service for the game, published under its new website by Krafton, detail at great length how Battlegrounds Mobile India is approaching its widest base of to-be users – minors, or any gamer under 18 years of age. These details include limitations in terms of duration of gaming, maximum daily spending limit and parental consent.

    According to the Battlegrounds Mobile India privacy policy, gamers under the age of 18 will only be able to play the game for a maximum of three hours per day. Krafton has also restricted the maximum spending limit in the game down to Rs 7,000 per day. The two limits likely seek to address controversies that had surrounded PUBG Mobile prior to its ban, in terms of the levels of addiction that it stirred among gamers playing the title in the country.

    With this, Battlegrounds Mobile India looks set to begin its journey in the country again. The title will be up for pre-registrations soon, and open access will follow soon.

  • Mobile gaming to rise in next two years

    Mobile gaming to rise in next two years

    NEW DELHI: The mobile gaming market is likely to generate revenue of $28 billion by 2016 – a growth of over 38 per cent on the 2014 figure.

     

    A report from Juniper Research issued on 18 June, ‘Mobile & Handheld Games: Discover, Monetise, Advertise 2014–2019’, found that rising disposable income levels accompanying increased smartphone adoption will spur increased in-game purchasing revenues across Latin American, Eastern European and Southeast Asian regions.

     

    The Juniper website also stated that tablet users will spend more on in-game purchases and generate more revenues per device than smartphone users. The enhanced performance and graphical capabilities of tablet games is resulting in accelerated migration from traditional portable gaming devices.

     

    The report also said the approach of the developers of these games had shifted from bulk acquisition to unique players, with the domination of casual gamers playing free-to-play games.

  • Frames to have sessions on radio, animation

    Frames to have sessions on radio, animation

    MUMBAI: Frames, the convention for the business of Indian entertainment organised by Ficci, will take place from 26 – 28 March in Mumbai.

    Radio and animation are two of the topics that will have sessions devoted to them.
    One session is called Creating Compelling Content for Radio. The oldest electronic medium in the world is one of the newest rage in India. Viewers will learn what it takes to create a compelling content for Radio

    Then there is a Plenary Session called Radio: Music & Beyond. In India, radio is going through a resurgence phase. The medium which once looked out and not in trend is now very much in fashion and is escalating in term of its reach day by day. Viewres will get a feel of the future on basis of success stories, which have turned around the radio business all across the globe.

    As far as the aniomation track is concerned there will be a session on gaming. Gaming offers strong business opportunities. In the US, it is believed that gaming is as big as Hollywood. In India gaming industry is expected to grow at CAGR of 78 per cent . In addition to mobile gaming, PC and console are also expected to add to pie. Lets explore…

    Theer will also be a Master Class: Scriptwriting for animation. The success of animation relies on the strength of the story telling. There is no denying that art and technology are significant but the praana of any animated product is the script. Even a good fable could wobble if scripted badly. What does it take to write an animated script?

    The plenary session looks at visual effects.

    Visual effects have become the integral part of any project. The entertainment industry is witnessing an increased amount of usage of visual effects. VFX is primarily a Hollywood phenomenon. Viewers will get an understanding of the same.

    Another session is called Developing Animation Content: 360 Degrees. As Indian animation industry is maturing the studios are fast realizing that the real action lies in creating its own IP and having it own shows. Shows produced for not just the local market but the global market. The idea behind this panel is to have broadcasters, producers, writers and licensors to share their insights. This will provide the audience a 360-degree perspective on how internationally content is created, produced and licensed.

    Frames will also look at the process of moving From Comics to Animation. One of the old means of kid’s entertainment; comics is a powerful tool of story telling. Comics are very effective in imparting cultural and social values to kids besides being highly entertaining. Now animation is the modern way of story telling, which can serve as direct extension of comics.

    Frames also looks at creating an Animation IP with Global appeal. As the market is maturing, the Indian studios are moving up in the value chain and coming out with their own IPs. Though these properties may be well accepted in India, but where do they stand in the global market? What does it take to create a product that is internationally marketable and acceptable?

  • Future growth of mobile gaming uncertain: In-Stat report

    Future growth of mobile gaming uncertain: In-Stat report

    MUMBAI: Mobile gaming in Asia/Pacific has been successfully established, with revenues reaching $1.56 billion in 2005, reports In-Stat.

    According to the high-tech market research firm, Japan and South Korea have been largely responsible for the revenue thus far, accounting for around half of the region’s total in 2005. Future growth drivers, however, will be the large, growing mobile markets of China and India.

    In-Stat analyst Bryan Wang said, “While there is great growth potential with expected increases in mobile subscribers and gaming-capable handsets, current problems are proving difficult to surmount.”

    “In-Stat’s user survey reflects low penetration of mobile games among Asia/Pacific mobile phone users. Fragmentation of the mobile gaming industry, revenue sharing issues, poor user experiences, competition from dedicated portable gaming devices, and game piracy are all issues needing to be addressed,” he added.

    Recent research by In-Stat found the following:

    — Mobile gaming in Asia/Pacific will reach $4.4 billion in 2010.

    — 3G users spend 70 per cent more per month on mobile gaming than 2G users.

    — Interest levels in mobile gaming are low, with more than half of both 2G and 3G users indicating they would be unlikely to play mobile games within the next six months.

    The research, Mobile Gaming in Asia/Pacific: Room for Improvement, covers the market for mobile phone gaming in Asia/Pacific. It includes forecasts for mobile gaming revenues in the region, and in four major markets, through 2010. It also includes analysis of results of an In-Stat mobile phone user survey on attitudes and behavior regarding mobile gaming.