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Tag: online gaming

  • Board is a $500 board game console with 12 original titles

    If you’re a person who enjoys the social side of online gaming, this product launch is not for you. Board was designed by entrepreneur Brynn Putnam, alongside former World of Warcraft exec Seth Sivac, as a way to make the idea of “screen time” a more immersive in-person experience. “Families want to connect, but they’re competing with incredibly powerful technologies,” Putnam told USA Today. “Board is about flipping that dynamic — using tech to support real human connection instead of replacing it.”

    The product acts like a typical tabletop game that you lay out flat, just like the cardboard play space for Monopoly or Settlers of Catan, but it offers additional digital interactions on the digital screen. The 12 games included are original to Board, each with unique piece sets.

    Putnam has past experience creating tech that blends the physical and the digital. Her previous project, Mirror, was a workout screen for delivering live fitness classes at home. The company later got bought up by lululemon for a cool $500 million. Putnam is billing Board as “the first ever face-to-face gaming console” and at $499, its price tag nearly matches what you’d expect for current console hardware. And that’s the limited time offer; the website says Board will normally retail for $699. The sales pitch leans hard on the idea of connecting families without their phones, but for that cost, you could also buy more than a dozen different board and card games to eliminate the screens altogether. And screens don’t have to be the enemy. There are plenty of amazing couch co-op video games out there, including kid-friendly ones, not to mention the fact that even single-player games can be multiplayer experiences if you have the right mindset.

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  • This Upgraded SteelSeries Gaming Headset Is $80 Off

    In the world of high-end gaming headsets, the SteelSeries Arctis Nova Pro Wireless (8/10, WIRED Recommends) stands out with an impressive feature set and excellent audio. Right now, you can pick up the wireless model for just $300 from Amazon, an $80 discount off the usual price. That might sound like a lot for gaming headphones, but these offer quite a lot for the price.

    Photograph: Eric Ravenscraft

    SteelSeries

    Arctis Nova Pro Wired/Wireless Headset

    This luxurious gaming headset is a great pick for daily gamers who want excellent sound quality and high-end comfort. They have big drivers that make sounds in-game pop, and an excellent mic with noise-canceling so good your friends won’t even know you have a dog. They’re super comfortable, with the SteelSeries signature ski-goggle strap to take the pressure off your head.

    While they’re built for gaming, they also sound great listening to music or watching movies. They have a nice, punchy sound profile and spatial audio support for a more immersive experience. If you’re on a PC, the SteelSeries GG software gives you a ton of options for balancing your audio across multiple sources, and you can even set individual EQ profiles for different applications.

    By including a USB DAC for wireless connectivity, the Arctis Nova Pro can achieve some unique and compelling features not found on other headsets. The range is impressive, thanks to more room for the antenna and power than you’d find in a smaller USB dongle. You can adjust the volume and audio mix from a generous knob on the front, and it has multiple audio inputs for switching between consoles.

    Best of all, the hub can charge a spare battery for the headset, giving you essentially infinite run time as long as you’re seated at the computer. When you run down the 25 or so hours on one charge, just swap out the battery and the headset will reconnect and pick up where you left off. It’s the perfect feature for anyone with battery concerns, but don’t worry, you can also charge the headset via USB-C directly.

    At $300, these aren’t cheap, and there are better gaming headsets for single-console or casual gamers, as well as an even more expensive model, but I think these are a great middle ground for anyone with a budget and a Steam backlog.

    Brad Bourque

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  • Bullets Found After the Charlie Kirk Shooting Carried Messages. Here’s What They Mean

    On Friday, Tyler Robinson, a 22-year-old Utah native, was identified by federal law enforcement as a suspect in the murder of Charlie Kirk. During Friday’s press conference, officials said that several bullet casings recovered from a hunting rifle found near the crime scene had messages inscribed on them.

    During the press conference, officials appeared to take the inscriptions literally, to the extent they ascribed meaning to them at all. But the four messages apparently written by the alleged shooter instead seem to invoke a variety of memes and video game references.

    One of the casings was said to be engraved with the phrase “Hey Fascist! Catch!” followed by an up arrow, a right arrow, and three downward-facing arrows. That sequence is an apparent reference to the “Eagle 500kg bomb” in the popular third-person-shooter game Helldivers 2. The bomb has become a meme in the Helldivers community for being comically excessive.

    Arrowhead Game Studios, the developers of Helldivers 2, did not immediately respond to a request for comment from WIRED. Launched in 2024, the game has grown a cult following for its Starship Troopers–like storyline. The cooperative shooter allows teams of up to four players, called “Helldivers,” to spread “freedom” across a fictional universe—fighting bugs, robots, and squid-like aliens rather than other humans. Their form of managed democracy is “basically fascism,” says independent extremism researcher Harry Batchelor, who works with the Extremism and Gaming Research Network.

    Helldivers 2 is satire, and the vast majority of players are in on it. The game, says Batchelor, “takes “the whole ‘pretending to be democracy while actually being a fascist government’ so seriously, it’s obviously a joke.” The community around the game has generally maintained a positive reputation, even working together to combat “review bombing”—coordinated negative reviews intended to hurt a game’s chance of success.

    The arrows that activate the Eagle 500kg bomb have been used in other memes to show that a user is “going to do a big, violent action,” Don Caldwell, editor in chief of Know Your Meme, tells WIRED. “That’s maybe a cheeky way of expressing it on the casing.”

    Shortly after the Friday press conference about Kirk’s fatal shooting, moderators locked the r/Helldivers subreddit. “Due to recent events and the high amount of posts about the topic, we will be locking the subreddit temporarily,” a post on the subreddit reads. “We’re aware of what happened, our modteam doesn’t condone it.”

    Helldivers may not be the only game reference on the casings. Another casing was allegedly engraved with lyrics to a famous Italian folk song called “Bella Ciao,” which translates directly to “goodbye beautiful.” The song, which has associations with postwar anti-fascist movements in Italy, has seen a resurgence on social media in recent years. Notably, “Bella Ciao” holds significance for rebel forces during a mission in Far Cry 6, a video game set on a fictional Caribbean island ruled by a dictator. A USB stick with the song is a collectible item labeled “Bella Ciao de Libertad,” a reference to the rebel group; the in-game description notes that the song has been “inspiring guerrillas and partisans for over a century.”

    Makena Kelly, Megan Farokhmanesh

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  • How ‘Hollow Knight: Silksong’ Fans Turned Waiting for Its Release Into a Game

    Initially, Silksong was planned as downloadable content for the original game, before its creators expanded it into a full-fledged sequel. In August, when developers surprise-announced that the game would launch in just two weeks, at least half a dozen other indie developers immediately delayed their own games to clear the way. “Dropping the GTA of indie games with 2 weeks notice makes everyone freak out,” wrote Demonschool developer Necrosoft on Bluesky on its delay.

    Despite a seven-year development cycle, excitement for the game never died down. Reddit user The_Real_Kingsmould tells WIRED the community has “largely kept itself afloat with its insanity and the occasional crumb of news.” The posts, the jokes—it’s all “that feeling of being a part of something,” he says.

    “When [there’s no news], everyone’s sad, and then everyone goes insane and starts spouting misinformation without batting an eye,” he says. “When there’s news it’s the happiest day of your life. There’s hype posts EVERYWHERE. All your hope in Team Cherry is restored.”

    Over the years, the community has passed the time by role-playing with the game’s lore. There was the sacrifice era, where a handful of prominent users were chosen as “dreamers,” a nod to characters in Hollow Knight who traded the waking world for eternal sleep, and a Hollow Knight. These community members were then “sealed away”—banned from the subreddit, as it were—and are only allowed to return after the game launches.

    Other memorable moments in the subreddit include a play on shapeshifter Nosk, one of the original game’s hidden bosses. Fans began pretending they’d encountered fake copies of Silksong around the world, granted to them by “Snosk,” a version of the bug with a copy of Silksong for a head. “Pretty fast there were a lot of PSA’s going around: Do not approach or attempt to pick up any copy of Silksong outdoors, or one that isn’t yours,” The_Real_Kingsmould tells WIRED of the in-joke. “But there were also users trying to deny the existence of Snosks (having been “overtaken”), claiming the copies are safe and all you have to do is go outside.”

    This particular campaign came to a head after moderators called for anti-Snosk fan art to “banish the Snosks for good,” he says. People began pumping out art of the subreddit specifically, not the game, he says, until it was enough: “After a short while the Snosks were gone.”

    The subreddit has built its own lore over the years. Even today, users in the subreddit have flair that gives them faction labels like doubter, denier, or “beleiver,” which is purposefully misspelled because “”there is no lie in be[lie]ving.”

    Stark says Silksong is fertile ground for role-playing fans because the game’s lore is so deep. “Hollow Knight on the surface kind of reads like a [Dark Souls] game, because the lore is a bit inscrutable until you get really deep into it,” she says. “It sometimes talks in riddles. It takes a long time to get to all of the pieces, and sometimes the pieces really rely on the player’s interpretation.”

    The fan communities are no different. “Subreddit users together have created their own interpretations from these pieces of lore that are strange and playing in layers,” Stark says.

    With Silksong’s global release imminent across Nintendo Switch and Switch 2, PS4/PS5, Xbox One, Xbox Series X/S, and PC, the communities will soon shift their attention from waiting to playing.

    If the game is as dense as Hollow Knight, there will be months, if not years, of discoveries and theories for fans to tear through on Reddit. Others will enter new chapters of their own lives.

    Araraura’s time tracking Silksong news with YouTube updates is coming to an end. He’ll shut down the YouTube channel: “nothing to look forward to anymore, so no new videos,” he says. He feels wistful at times about that, after getting so used to uploading videos to the channel, but he’s ready. “I think I’ve finally made peace with that,” he says. “Now I’m just really, really excited for Silksong.”

    Megan Farokhmanesh

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  • The Best Crossplay Games for Consoles and PC

    The Best Crossplay Games for Consoles and PC

    However, as shooter veterans know, playing with a keyboard and mouse provides a considerable advantage in terms of aiming. So if you’re on a console, you can choose to turn off crossplay and stick to players on your own platform. PC players, on the other hand, are stuck with the feature turned on, so just hope you’re better at clicking heads than someone with a control stick.

    Available on PlayStation, Xbox, PC, Nintendo Switch.

    Deathloop ($60)

    Courtesy of Bethesda

    Arkane Studios, the team behind widely popular games like Dishonored and Prey, introduced Deathloop as a whole new franchise in 2021. In this game, you take on the role of an assassin named Colt who finds himself stuck in a time loop while trying to take out eight different targets. Fail to take out even one, and the loop starts over, but this time you start with more knowledge and experience.

    As a bonus, Deathloop also has an invasion system that, in WIRED staff writer Will Bedingfield’s opinion, is the game’s best feature. Invasions let players, well, invade each other’s games. After a certain point, you can play as Colt’s rival, Juliana, and try to prevent other players from succeeding. This feature has some limited crossplay. Xbox players can play with PC players who bought the game via the Microsoft Store, while Steam users can play with Epic users.

    Available on PC (Steam, Epic), Xbox, PlayStation.

    Genshin Impact (Free)

    Image may contain Legend of Zelda

    Courtesy of Mihoyo

    In developer miHoYo’s action RPG gacha game Genshin Impact, players can join each others’ adventures to tackle challenges together by sharing a UID code. This works across all the platforms the game supports, including Windows, PlayStation 4 and 5, and Android and iOS. The company has also announced a Switch version but hasn’t announced a release window. When it does arrive, it should also be cross-compatible with all the other platforms.

    Eric Ravenscraft

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  • ‘Hades II,’ a Sequel to the Horniest Game of 2020, Just Dropped Early

    ‘Hades II,’ a Sequel to the Horniest Game of 2020, Just Dropped Early

    Supergiant Games is handing over the keys to the underworld early. Hades II, the sequel to the studios’ critically acclaimed roguelike, is now available to buy for $30 on PC via Early Access on Steam and the Epic Games Store.

    Hades II follows Melinoë, underworld princess and sister to the first game’s hero, Zagreus, on her journey to kill the titan Chronos. The game features a rotating cast of Greek gods, from Aphrodite to Zeus, who assist Melinoë on her journey with powerups and special abilities. Although the version of the game that dropped Monday is not the full, finished title, Supergiant will allow players who purchase it to carry over their progress to the final game. The company expects development to continue “at least through the end of 2024,” with updates coming every few months.

    On top of its stellar gameplay, the original Hades was also beloved for its hot gods and open sexuality; players could woo both female and male characters, together, for a threesome with the right attitude. The sequel is keeping up at least some of that tradition with more Greek gods whose beauty is on full display.

    Hades II’s early release shouldn’t be a total surprise. Its predecessor was released before it was fully formed in late 2018; the completed version came out in 2020. “We designed the original Hades for Early Access from the ground up, and the same is true for Hades II, our first-ever sequel,” Supergiant wrote in its announcement. “We believe everything about this game benefits from ongoing feedback, from the balancing to the storytelling.”

    Currently, the game has more levels, foes, and voiced characters than even the finished version of the original game, Supergiant says. Key areas, characters, story, and more are still being built.

    The Early Access release follows a technical test by Supergiant last month, where members of the team played the game live on-stream. Interested players were allowed to sign up for the test. Hades II has already been in development for three years. Although there’s no word on when the final product will be ready, players who want the chance to help shape its development can do so through feedback. “We expect to make many changes and improvements inspired by our player community, and reflect these in our patch notes,” Supergiant wrote in a statement.

    “The combination of our impressions as a development team, feedback we’re hearing from our player community, and gameplay data we’re collecting from players all should help us form a more complete picture of how we can make Hades II the best it can be.”

    Megan Farokhmanesh

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  • Earning Through Gaming – Top 5 Strategies for Making Money in 2024 – Southwest Journal

    Earning Through Gaming – Top 5 Strategies for Making Money in 2024 – Southwest Journal

    The gaming market is huge these days, with a value exceeding the music and movie industries. Interestingly, eSports is now considered a real sport, with live tournaments. We will watch some popular games at the next Olympics.

    And while the main reason so many people are into video games is pure entertainment, you could turn it into income. This article explores the different ways how you can earn money by playing video games. 

    Streaming Platforms

    Digital Entertainment Platforms for Gaming

    This one makes it simple for anyone to start. You can create a page on YouTube, X, or Twitch. The best detail is that you can earn through different ways, such as:

    • Ad revenue
    • Donations
    • Paid sponsorships
    • Subscriptions

    Considering the wide range of games in different genres, you don’t need to worry about the audience. Besides the typical video games, we saw a rise in channels that stream online slots. This option is attractive because a lot of online casinos are interested in sponsoring a channel that will promote them.

    But before you start with this one, it is recommended to explore the games and learn more about their features. Using a demo version is the best way for that since you don’t have to spend real money. In that matter, check out free-slots-no-download.com.

    Share Tutorials and Insights

    Share Tips and WisdomShare Tips and Wisdom

    Even though this one is quite similar to the first model, the approach is different. You will need more than just showing your exceptional gaming skills. The goal here is to provide your followers with instructions and help on how they can become better in the same game.

    One of the best examples is Kripparrian. He has channels on YouTube and Twitch and a combined 2.5 million followers on these platforms. 

    So, his approach is quite simple. He is known as a Hearthstone player. Most of his videos are interesting combinations of tutorials but made in a fun way. You can watch him play and learn a lot about different combinations and strategies to use and rank higher in this game.

    You can do the same, just pick your favorite game, and determine a proper structure in which you will aim to inform others about winning strategies, updates, and other insights.

    Create a Blog

    This one may seem a bit old-school. Many people would rather choose the video, right? Well, not always. You can do a lot with a blog in this niche. For example, to share articles with instructions, information about the most recent changes, and more.

    The important part is that you must integrate multimedia in your posts, such as pictures, videos, and links to streams and other content. The whole point is that you don’t need to stick to only one model. 

    I mean, why would you only share a live stream, when you can do so much with additional tutorials on YouTube, and written format shared on your blog? That can significantly improve your channel, it’s called branding.

    Once you become a more recognizable face in the niche, you can expect a lot of people to be interested in paying you to sponsor them, share their platforms, and more. 

    For example, I already mentioned the streaming of slot games. Add a blog, and you will multiply the available income sources. However, starting a blog will require skills and experience, the essentials are:

    • To determine a niche
    • To write high-quality and engine content
    • To be unique

    Game Testing

    Testing GamesTesting Games

    It might seem less common. But most companies that are making video games will go through this process. So, they will hire a team of testers, and then consider their reviews and experience. 

    You can look for such opportunities on the official websites of companies. My tip – don’t just aim at those large names like Activision, Ubisoft, or Sony. Keep in mind that many smaller companies would need a tester even more, and might pay even more for testing. 

    You can find everything from indie games, and mobile games, to some more complex ones. Moreover, it could become an introduction to getting a job in some big company. The average salary for this position is over $30k annually.

    Tournaments

    I left this one to be the last for a reason. First of all, it is not as simple as it sounds. You can’t just go out there, become a member of a team, and start paying official tournaments. In most cases, it demands years of practice, dedication, and hundreds of hours spent while playing a particular video game. 

    The interesting fact is that the most popular tournaments are for the games that have been around for over 20 years, like Dota and Counter-Strike. But these players are on a whole new level. If you think that you are good enough, the first step is to find a team. And that can be challenging.

    The most important features of a good team are:

    • clear communication
    • proper strategy
    • preparation
    • ability to work together and resolve various challenges

    For example, if you are playing Dota 2. There are 124 heroes, each one with a unique abilities. Some may have a serious advantage over another one. For instance, a carry would easily deal with a support hero. However, that all changes in a 5vs5 game where the right strategy will prevail.

    The reason why I am so focused on Dota 2 is because it has the biggest tournaments at the moment. When we look at the top 10 list of highest-paid events, the first 7 places are Dota 2, 8th is Fortnite, and then we have Dota 2 again. The biggest prize pool is over $40 million, while all of those in the top 10 are over $15 million. 

    I also have to mention Player Unknown Battlegrounds, Arena of Valor, Overwatch, Call of Duty, and Rainbow Six Siege as the games known for high prize-pool tournaments, all exceeding $3 million.

    The Bottom Line

    As you can see, the models I mentioned provide a lot of flexibility, and you can easily adjust according to your skills and experience. 

    And for the first 4, the essential part is to focus on building a brand. That is the only way to retain followers and create a group of loyal ones. So, just pick your favorite game, and start sharing interesting content. 

    Petar Senjo

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  • Mobile Gaming Is Having a Moment—and Backbone Wants to Unite It

    Mobile Gaming Is Having a Moment—and Backbone Wants to Unite It

    Other perks to being a Backbone+ subscriber include game capture, recording, and editing tools for folks who like to share content on social media. There are promotions, like free months of Apple Arcade or Google Play Pass, in-game content for titles like Diablo Immortal, and 30 percent off new Backbone products and accessories.

    Unfortunately, this convenience comes at a cost. Yet another subscription is a hard sell nowadays. As nice as it is to have a single portal, shelling out for Backbone+ may not be worthwhile for everyone. If the one-stop shop interface for all your games is included as part of the free app, it would be easy to recommend, but $50 a year is too much to pay for folks who don’t care about the other functionality or promotions.

    That old expectation that mobile games should be free is persistent. Most folks are yet to be sold on alternative models to in-app purchases and advertising, like Apple Arcade and Google Play Pass. The latest rumors suggest Apple Arcade’s future is in doubt. That is a shame because, in my experience as a subscriber to both, they are a great way to discover titles worth playing. Discoverability remains a big problem for mobile games.

    Breaking Down Barriers

    Khaira kicked off Backbone because of the gaming sessions he had with friends. In a house full of consoles and gaming PCs, smartphones were the common denominator where they could all play Fortnite together after work. With the console wars raging and all the non-gaming giants trying to break in, what happens next is tough to predict. But the shift towards a subscription model and the platform agnosticism in mobile feels increasingly inevitable.

    When the head of Xbox, Phil Spencer, recently addressed the console exclusivity issue, where certain games are only available on one console, he said, “It’s not about games in service of a device, but rather the devices people want to play on should be in service of making the games as big and popular as they possibly could be.”

    Whether you want to play games on your Xbox, PlayStation, gaming PC, or smartphone, it looks like that choice is opening up. The new Call of Duty: Warzone Mobile game promises to connect up to 120 players across console, PC, and mobile platforms. Activision says more than 50 million players pre-downloaded the game, and Backbone is offering perks and in-game items for subscribers (plus releasing a Prestige Edition controller to commemorate the launch).

    Beyond crossplay, which enables people to play games together on different devices, we are starting to see more cross-progression, carrying your video game progress from one platform to another. Making games available anywhere makes them more accessible, allowing us all to play more. That has to be a good thing.

    Photograph: Backbone

    Simon Hill

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  • Stardew Valley’s 1.6 Update Is Out—Here Are Some of the Biggest Changes

    Stardew Valley’s 1.6 Update Is Out—Here Are Some of the Biggest Changes

    The popular farming sim and ultimate cozy game, Stardew Valley, dropped a major update on Tuesday after months of anticipation. Stardew’s 1.6 update has an insane amount of new content that touches every area of the game, from new menus and DIYs, to a new farm layout, new crops, and the ability to have multiple pets and play with seven friends at once. It’s enough updates to make the game feel fresh, but isn’t so new that you can’t ease back into a beloved farm and toil away.

    It’s important to note here that the free update is currently only available for PC players. The update will come to mobile and consoles like the Nintendo Switch later on. If you’re not a PC player, the 1.6 news has not changed gameplay, and you’ll be able to play normally while you wait for it to show up. If you don’t have the game yet on PC, you can purchase it on Steam for $15, and it works on PC, Linus, and Mac computers.

    As soon as the PC update arrived, I opened up Stardew Valley and started a file with the brand-new farm layout (which has me very broke) to dive right in. The update also works on your existing Stardew files, and I’ve been bouncing back and forth between my brand-new file and a later-game file to see what’s new in different seasons. Everywhere I look, I see something new. Moss to forage off trees! New reactionary dialog from NPCs! A prize machine in the mayor’s house!

    If you hate spoilers, I’m honestly not sure why you read this far, but you should definitely stop reading. I’m about to tell you about some of the biggest changes I’ve spotted since playing the updated game.

    Photograph: Nena Farrell

    Ranch Mode

    The biggest change to see right away is the new farm layout. Stardew’s 1.6 update adds the Meadowlands Farm, a grass- and animal-focused design for my fellow animal ranchers. This farm grows a special blue grass that game creator Eric Barone says animals will love. It can raise animal’s hearts faster, improving the eggs and milk they give you. There’s less farming land available, and a few changes to initial quests. I’m enjoying the Meadowlands Farm so far—I immediately created one when the game dropped–even though starting with two chickens and no parsnip seeds is definitely a slower path to the infinite wealth I’m seeking. But even though I’m broke, it’s still been fun to have such a different start to the game.

    Video game screenshot displaying a character standing on a beach with wood scattered about a pierside house on the edge...

    Photograph: Nena Farrell

    Fresh Crops

    The first question my sister asked me when I started playing: “Are there new crops?” At first, I told her no. I didn’t see anything new to purchase in the shop. But there are new crops with the update–you just won’t find them in any stores.

    Instead, you find four new crops (one for each season!) in a few different ways—mainly, digging them up from the ground in the game’s well-known Artifact Spots, although spots with these new crops have a slightly different style you’ll be able to spot. You can also win them in the brand-new Prize Machine in the mayor’s house, once you get your hand on a prize ticket. The new crops are carrots for spring, summer squash for (shocker) summer, broccoli for fall, and powdermelon in winter. These new crops can be used in the game’s main quest, too. Just choose Remixed Bundles for the Community Center in your starting settings.

    Nena Farrell

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  • Why Fortnite is getting into cozy gaming | TechCrunch

    Why Fortnite is getting into cozy gaming | TechCrunch

    When it comes to figuring out a formula for a hit game that keeps players coming back year after year, Saxs Persson would know. Now at Epic Games overseeing the Fortnite ecosystem, Persson previously spent 12 years at Mojang building Minecraft into the stratospheric success it is today.

    Persson hopped over to Epic in 2022 to work on the Fortnite maker’s roadmap, shepherding Lego Fortnite from a press release last year into a polished, ambitious standalone experience designed to draw new audiences to Fortnite’s free-to-play world.

    We spoke with Persson about Epic’s grand plans for Lego Fortnite and its two other new games, Rocket Racing and Fortnite Festival. Knowing Fortnite’s penchant for maximalism and a steady drip feed of fresh content, the trio of games is only just getting started — but here’s a glimpse of where they’re going.

    Questions and answers have been edited for brevity and clarity.

    TechCrunch: With the three new games, and particularly Lego Fortnite, is the goal to broaden Fortnite’s appeal to new kinds of players?

    Persson: Battle Royale has been extraordinarily popular. And from a Battle Royale perspective we understand our players quite well. We’ve done our very best for the last six years to always make a game that feels fresh, evolves, never stands still, constantly updates and sets us apart from the competition by not taking itself too seriously. That’s always been the goal of Battle Royale.

    The next ring that developed from that was when we put out Fortnite Creative and subsequently when we launched UEFN [Unreal Editor for Fortnite] in March this year – that is very much realizing that Fortnite players want to play more games, not just Battle Royale. And the more content they have, and the better content they have and the more varied content they have, the happier they are.

    So if your only goal is to say, if you came to Fortnite, we would like you to consider all these different options, and to stay as long as you want to because we hope you’re going to have fun.

    TechCrunch/Epic Games

    Our creators have done a phenomenal job of broadening, already, who plays Fortnite. Battle Royale is really important – it’s like an anchor tenant, whatever you want to call it. But if you asked players like ‘what do you play in a week,’ I think the average island played in the week is about seven, seven different islands. And they’re varied in style, aesthetics, genre… We ask our creators what they would like to create. If they want to create it, we bet there’s going to be players that want to play it. That’s been the strategy up until this far.

    …In order for us to make really good tools, we have to use them ourselves. And we know that in order for us to really extend deep tools and new genres, our best bet is that we need to make some first party content that really stretches what Unreal Engine can do. And then take those tools and turn them over to creators and say now you have these capabilities.

    So with that in mind, the three games we announced, Lego Fortnite, Rocket Racing, and [Fortnite] Festival all have different goals of extending the toolset in a particular direction, but also attracting new players to say ‘oh I guess Fortnite is not just Battle Royale. Really, we just need to get them over the hump of installing 54 gigabytes… and once you’re there, there should be a lot for you to do.

    What do those sets of tools look like and what can people build with them?

    “[With] Lego Fortnite… we’ve worked a lot on [procedural generation], we’ve worked a lot on different styles – like adding the Lego styles so you can both play as Fortnite style and as a minifig, as Lego style. And down the line we fully expect creators are gonna have access to that too.

    The procedural world is really fascinating. Again, like we’ve always operated on a very static play playing field, but Lego is pioneering a whole lot of procedural tools that hopefully we can extend to creators, and a much bigger island – like we’re 20 times bigger than a Battle Royale island. So it is a massive island that we’re still working to expand. That again should benefit creators.

    Rocket Racing is adding credible racing mechanics to our creators and track design editors and that sort of thing. So the game is important because it comes from Rocket League, and it’s an excellent game. And we really believe in that game. The secondary effect is creators get great vehicle tools.

    And finally [Fortnite] Festival. A ton of effort has gone into music generation tools and music editing tools and music making tools and gameplay with music. And a lot of those devices, as we call them, have already been extended to creators.

    So that’s the goal. Music attracts a new audience. Racing attracts a new audience. Lego attracts a new audience. Even though we know it appeals to current Fortnite players, it’s certainly going to appeal to audiences that are not interested in Battle Royale.

    What about expanding Fortnite to younger players, is that part of the objective here?

    We had introduced separately from LEGO but in collaboration with Lego a new ratings paradigm in Fortnite, where every piece of content is rated. That streamlines really nicely with our parental controls.It feels like if you’re a parent when you let your kid come into Fortnite, you don’t have to just slam the door wide open… you can still have at a granular level control over what your kids play.

    And you can see what. So yeah, like, Lego is an E10 game, so mechanically, that opens a new audience. But I think underneath that, again, is there’s a whole suite of new features, just to be able to rate islands on an individual level. And just to really focus on like, how do we make a great experience for all ages that is age appropriate and safe?

    Lego Fortnite seems to smartly dip into some genres and gameplay loops that people already love in other games. Animal Crossing, Minecraft and Valheim all come to mind, but there are quite a few.

    I think all games should be inspired by something. What do we all enjoy? We really enjoy Zelda, really enjoy Minecraft, really enjoy Animal Crossing, Stardew Valley. All four of them are absolutely, in and of themselves, excellent examples of games that just have just have stood the test of time. That really, really resonate emotionally with people and we would love to add to that genre and be part of that genre.

    I don’t think we’re anything in particular. Like we have aspects of Animal Crossing and a social sim… as it turns out, there’s nothing as cute as building a building with minifigs that all have jobs, and they all want to be part of your village and can [help out] with the harvest and go on adventures with you. The social sim design is very much focused on realizing the Lego fantasy, but it does feel like it has the cozy gamer aspect of it for sure, of homesteading and building and village building and investing in your people.

    TechCrunch/Epic Games

    In a procedurally generated survival game — when you play something like Valheim or Minecraft — you have a big moment when you first open the map. It’s exciting, and you don’t know what’s around you and how dangerous it is. Lego Fortnite has that same feeling.

    I think a key part of what Fortnite is is ‘what’s around the next corner?’ When we started working on procedural, procedurally generating these landscapes, there was just a lot of just wandering and just making these amazing looking things and then adding like more and more and more into it and sort of doing a true crossover between Lego and Fortnite and trying to find like what is it that would satisfy Lego players and would satisfy Fortnite players – really feeling like we understand these two IPs. And the landscape is littered with that.

    I think the internal model was that Fortnite is the canvas and Lego is the paint. Basically anything you touch becomes Lego as you play, and the more you play, the more Lego-ized you make the world. I really liked that idea of landing on a Fortnite planet mysteriously transformed into a Lego figure and then, like making that into a survival sandbox — a true sandbox where anything can happen.

    I love that genre is I really think it speaks to all of us, like in a very simple way that you get to set your own stakes and really the job is to not die. But everything else like thriving is completely up to you.

    TechCrunch/Fortnite

    People who don’t follow Fortnite and don’t know about its user-generated content probably still think it’s just a zany battle royale game where 100 people fight to the death. How do you get the word out that hey, Fortnite is an ecosystem filled with lots of different things, now including these three major games we developed?

    There’s nothing like YouTube videos showing the shenanigans of Lego Fortnite or your favorite streamer spending time in it. Because we think it has enormous storytelling potential for YouTubers and for and for Twitch streamers. It’s a sandbox that is made for you to essentially tell stories.

    It is very much what has made Minecraft very, very successful. It is what you make it, meaning the more creative you are the better your videos and we really, really feel like the streaming community and YouTube is gonna help us tell that story for us.

    Now it’s on to updates. If there is one thing Epic knows and the Fortnite team knows it’s players want content, they want updates and that is very much what the team is focused on.

    All of us agreed that the best chance we have of retelling the story of Fortnite is to go overboard with content. And really show like, when Epic puts his mind to it, we have done our groundwork and we believe that Fortnite is the place that you would want to be and to spend time in, no matter what age you are, no matter what you’re interested in. There should be content that will resonate with you.

    Taylor Hatmaker

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  • This Is the Untapped Market Your Business Shouldn’t Ignore | Entrepreneur

    This Is the Untapped Market Your Business Shouldn’t Ignore | Entrepreneur

    Opinions expressed by Entrepreneur contributors are their own.

    Video games have not just exploded in popularity since 2020, but global revenue has overtaken the higher-profile film and sports markets, with mobile gaming as the big mover. In the U.S., consumer spending on video games hit $56.6 billion on the back of two consecutive record years, and the industry is on track to double in size by 2027. So while celebrities may take center stage during the Super Bowl, the fact you don’t see that kind of massive influence in the gaming industry represents a profitable opportunity from this largely untapped market.

    The other difference between gaming and other major forms of entertainment is this space is not just for the big players. At a recent CEO event, I spoke about the size and scope of gaming and how it is a big enough market for nearly any business to get involved. When I told them that gaming is making more money than Hollywood and the music industry combined — raking in $200 billion each year — it turned heads. But when they learn women aged 35-plus spend 60% more in casual mobile games than any other demographic, their minds were blown.

    Even developers themselves are not fully aware of the potential for commercial partnerships and the integration of rewards and incentives into games because of the customization required. With the sheer amount of money on the table, businesses are well advised to start paying more attention to the growth trajectory of this market.

    Related: What the Future Holds for the Multi-Billion-Dollar Online Gaming Industry

    Games for every demographic

    Companies hoping to gamify their marketing first need to really understand the gaming demographic: Who are they, what games do they play, when do they play and what appeals to them? Market research will help identify which brands and businesses make the most natural connections to gamers.

    The image of gamers being overarchingly male is outdated. Of the over 214 million Americans who play video games, 48% are female. One study found that female users were 79% more likely to make in-app purchases in mobile games than male users. Mobile games, in particular, are enjoying a surge in popularity among women for relaxation, stress relief and mental stimulation.

    As well as being the biggest spenders in mobile games, women are responsible for over 80% of purchases and purchase influence globally. If developers understood this demographic’s spending power in the furniture, food goods and CPG markets, they would innovate around that demand because it is the perfect overlap. Think of almost any business trying to connect with women: Games offer a special channel to reach them with in-game offers of superpowers, bonuses or virtual items associated with individual brands.

    The value of collaboration

    PriceWaterhouseCoopers estimated that the in-app games advertising market was worth $54 billion in 2021 and is projected to grow to $118.6 billion by 2026. Compare that to the $2.45 billion Americans spent on movie tickets in 2021. Businesses can tap into this high spending directly through developing games or gaming-related products or indirectly through advertising or partnering with games.

    Collaborations with game developers could include everything from branded content within a game to joint promotions. There are many potential crossovers at a larger scale, and Red Bull and Netflix are just two big brands that have built their own games.

    We recently partnered with a large streaming company to encourage players on our app to sign up for a video-on-demand trial with more rewards. The partnership was a huge win for all parties, demonstrating the power of leveraging games to generate customer volume.

    However, it is not always feasible for smaller businesses to integrate with popular games like Candy Crush, which generated $1.2 billion in income in 2021. That is where game-adjacent businesses can act as intermediaries to help find indirect ways to engage with the gaming market, such as rewards, competitions or interactive experiences.

    Related: Online Gaming Rules: A New Dawn For Real Money Games?

    Targeted engagement

    Businesses with a very definitive value proposition that they want to share with a target audience stand to gain the most from gaming, and developers themselves are getting to a scale where they can deliver value to all kinds of brands. We can influence gamers’ decisions on where they buy groceries or gas or which companies they bank or do insurance with through the games they play.

    Mobile internet advertising is growing at the same speed as gaming, and the intersection of these two mediums offers expanding opportunities. There are a lot of female-focused games around fashion and interior design, so these games would be extremely powerful for manufacturers of high-end furniture, for example.

    Imagine taking engagement to the supermarket aisle to create a whole customer journey for someone who loves gummy bears. If they saw the bears virtually on Candy Crush, we could give them the option to watch an in-game commercial in exchange for a coupon for gummy bears. The purchase could then be used for power-ups inside the game. Finally, we could survey the customer about their experience afterward to further finesse customer targeting. In other words, the potential for brand positioning in this space is extraordinary.

    Related: Here’s Why More Investors Are Turning To the Online Gaming Industry

    The MVP of advertising

    If you are a business and believe you are in the wrong market for games, think again. Games now take up more mindshare than sports and offer so many more emotional opportunities to connect with people.

    Stay on top of trends as new opportunities in virtual reality and augmented reality, e-sports, and mobile gaming are constantly emerging. Compared to the average of $6.5 million that brands paid for a 30-second commercial during the 2022 Super Bowl, online gaming makes connecting to a big audience far more accessible and affordable. In this space, the MVP is the player you are targeting through online gaming, and there are winners all over the field.

    Daniel Todd

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  • Why NFTs Will Shape the Future of Gaming

    Why NFTs Will Shape the Future of Gaming

    Opinions expressed by Entrepreneur contributors are their own.

    Video games are one of the few mediums in which people freely collaborate regardless of race, ethnicity, gender or geography. This universal appeal stems from the ability to enable players to travel across different dimensions and build their own narrative as they unlock characters, weapons and other in-game items. The allure of creating a whole new identity in another world fosters a deeper interaction with users, far beyond that of any other form of media.

    Unfortunately, as it stands today, gaming applications are built on centralized infrastructure with all in-game assets, user data, game logic, etc., stored on closed systems where complete ownership lies solely with the gaming companies. This means that these games predominately operate by perpetuating a flow of value where players invest their time and money only to increase the profits retained by game developers such as Activision, EA and Epic Games, to name a few. The gaming industry is expected to yield nearly $200B in revenue in 2022 alone, showing no signs of slowing down in the coming years.

    To restructure the one-sided economic systems imposed by traditional games, a blockchain technology called NFTs can empower players to contribute to an equitable ecosystem that embodies the values of ownership, interoperability and transparency.

    Related: 5 Technologies That Will Shape the Metaverse’s Future

    Ownership

    The famous first-person shooter game Call of Duty generated an estimated few hundred million dollars in revenue on in-game purchases in 2021 alone. Despite having paid for these digital assets, if Call of Duty experienced some downtime or were discontinued altogether, players would have no way to use their assets as they were only accessible within the confines of the game. Thus, players never actually experienced ownership over any of their assets.

    In contrast, NFTs exist independently of any individual gaming ecosystem and live directly on the blockchain. As a result, regardless of what happens to a game, in-game purchases in the form of an NFT can always be bought, sold or traded on public marketplaces.

    The autonomous nature of NFTs enables many use cases outside of just commerce. For instance, an NFT can be displayed outside of the game it originated. This can allow owners to include their NFT on their social profiles to build a reputation as an elite gamer, collector or degen. Gaming NFTs enable owners to expand utility far beyond entertainment and become part of a much larger effort to create a unique digital identity.

    Related: Key Trends In NFT Gaming To Watch Out For In 2023

    Interoperability

    Up until the introduction of blockchain gaming, games exclusively existed on centralized servers. As a result, in-game assets could only exist within their own game-specific systems, unable to communicate with other online applications.

    For example, most people will eventually get tired of a single game and move on to another. When this happens, they can not transfer any of the content they unlocked within the game, thus abandoning all of their efforts. Is it fair for all their time, money and effort to be rendered useless?

    This lack of interoperability, caused by siloed ecosystems, effectively fragments the gaming world, ultimately punishing gamers. Instead, games have the opportunity to design for interoperability, thus opening their ecosystem up to network effects as players from other games can also interact with their application. For instance, two games built on the Binance Smart Chain network can logistically support the same in-game assets such as characters, weapons and vehicles. As a result, games could see an increase in customer growth, engagement and satisfaction.

    Transparency

    When players earn or purchase any in-game item, they cannot objectively assess its rarity, authenticity and scarcity. Therefore, there exists an implicit need for game developers to operate as honest actors.

    On the other hand, NFTs will spark a new era of transparency in gaming. In-game assets, in the form of an NFT, can enable owners to freely access helpful information such as specifics around the NFT’s uniqueness, the total number in circulation and indisputable proof of the NFT’s validity. This level of transparency will drastically increase trust between buyers and sellers, likely giving birth to a vibrant secondary market. Further, NFTs can provide even more advanced data for avid gamers. For instance, NFTs contain information including the number of past owners, average hold time, previous sale prices, asset creation date, etc.

    Related: How to Fix the Lack of Trust in the NFT Market

    Conclusion

    The difference between traditional gaming assets and gaming NFTs is quite significant. A quick dive into the fundamental differences between the two reveals how much more effective blockchain-based assets can be in creating a more player-driven ecosystem.

    For the first time, in-game assets as NFTs will enable games to offer utility far beyond what was previously thought possible. The beauty of in-game NFTs is they bring the gaming world a little closer to the real world. And isn’t that the endgame?

    Arnav Pagidyala

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  • 40% Indian parents of kids aged 9-17 admit their children are addicted to smartphones: Survey

    40% Indian parents of kids aged 9-17 admit their children are addicted to smartphones: Survey

    More than 40 per cent of urban Indian parents acknowledge that their kids between the ages of 9 and 17 are dependent on social media, videos, and online gaming, according to a survey by LocalCircles.

    The percentage is higher for kids between the ages of 13 and 17, though 40 per cent of respondents acknowledged that their children spend that much time online every day watching videos, using social media, and playing games.

    Nearly 62 per cent admit that their children aged 13 to 17 spend 3 hours or more per day on their smartphones, browsing social media, checking videos, or playing games, and 44 per cent say they are addicted to it.

    According to the survey, nearly 55 per cent of parents admit that their children aged 9 to 13 have access to a smartphone for almost the whole day, while 71 per cent of respondents with children aged 13 to 17 say their children have smartphones for almost the whole day.

    From January to November 2022, the survey received over 65,000 responses from citizens living in 287 districts across India, with the number of responses varying by question.

    According to the survey, parents also concur that their excessive use of gadgets, early access to children, and school activities moving online during the pandemic are factors that fuel their children’s addiction.

    68 per cent of parents believe the minimum age for creating a social media account should be raised from 13 to 15 years, the survey revealed.

    According to the survey, the government should ensure that appropriate controls are in place for platforms so that no child account, with or without consent, can be created on social media platforms under the age of 15.

    The study was divided into two sections: one for children aged 9 to 13, and another for children aged 13 to 17.

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  • India’s gaming market is worth $2.6 billion, expected to reach $8.6 billion by 2027: Report

    India’s gaming market is worth $2.6 billion, expected to reach $8.6 billion by 2027: Report

    India’s gaming market, which has crossed the half-a-billion mark with 507 million gamers, has reached $2.6 billion, revealed Interactive Media Venture Capital Fund Lumikai in its latest report. According to the report titled ‘State of India Gaming report FY22,’ the domestic gaming industry is expected to almost quadruple to $8.6 billion by 2027.

    Justin Shriram Keeling, founding general partner of Lumikai, while sharing his thoughts on the report, said, “India’s gaming industry this year hit major inflection points, registering strong growth across the board. India crossed half a billion gamers in FY22, up from 450 million the year prior.”

    “Industry growth is expected to be fueled by a rapidly increasing gamer base, higher conversion to paid users, and increasing sophistication of Indian gamers,” Keeling added.

    The report, which the VC fund claims is undertaken across India’s gaming industry, had gathered inputs from a demographic sample of 2,240 respondents, third-party data providers, interviews with industry leaders, and the company’s proprietary insights.

    Salone Sehgal, Founding General Partner at Lumikai, said, “The last 28 months have been watershed years in terms of attracting VC investment of over $2.6 billion in the Indian gaming landscape. Sustained capital investment and liquidity outcomes in the form of strategic exits valuing $750M+, multiple unicorns, and a publicly traded company have heightened the interests of entrepreneurs and investors alike. This sustained momentum should further drive entrepreneurial ambition and innovation in the Indian gaming industry.”

    As per the report, the Indian gaming industry is estimated to have crossed half a billion gamers in FY22, up from 450 million in the previous year. Out of which 120 million, almost one-fourth, are paying users and approximately $20 revenue per paying user.

    In addition to this, India was also the world’s largest consumer of mobile games in FY22 with 15 billion downloads in the year.

    In FY22, mid-core games, like BGMI, and Free Fire, were the fastest-growing gaming category and recorded a growth of 32 per cent, grossing combined revenues of around $550 million.

    It further revealed that Web3 emerged as an increasingly popular technology in games. Web3 games in India have raised around $400 million in funding between 2019 and 2022.

    Among Indians who pay for games, nearly 48 per cent of gamers spend money on mid-core games. In addition to this, 65 per cent of paying gamers claim they have engaged in in-app purchases at least once.

    Indian gaming companies are on track to raise $513 million for the calendar year FY22. Gaming sector funding is up 380 per cent from 2019 and up by 23 per cent from 2020.

    India-based content is growing in popularity with 80 per cent of gamers showing a proclivity to play games based on Indian intellectual property. The number of female gamers in India was found to be on the rise with a 60:40 Male: female ratio.

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  • MegaFans Announces Partnership with Green Rabbit Holdings, LLC

    MegaFans Announces Partnership with Green Rabbit Holdings, LLC

    MegaFans has partnered with Green Rabbit, an innovative, multiplayer metaverse.

    Press Release



    updated: Aug 31, 2022

    Megafans Inc. today announced a new collaboration with Green Rabbit Holdings, LLC, to integrate Megafans’ software development kit (SDK) into Green Rabbit’s metaverse environment and racing game, which will offer competitive esports tournaments and rewards to players who can participate in live, massive multiplayer tournaments online. 

    The purpose of the collaboration is to create new revenue streams through monetization, reward players, and retain them to increase lifetime value (LTV). Esports and rewarded game play (play-and-earn) are both proven sticky factors in digital and real-world gaming events. MegaFans‘ esports tournament SDK enables new forms of retention and monetization for any mobile or online game.

    According to MegaFans CEO Jeff Donnelley, “The collaboration between MegaFans and Green Rabbit combines quality and quantity with GR’s rich metaverse environment, true gameplay, and our competitive, MMO esports tournament system. We are providing a real and rich play-and-earn experience that Web3 gamers will love and appreciate.” 

    Green Rabbit successfully launched two non-fungible token (NFT) collections and their own metaverse with its first racing game. Green Rabbit’s rich, virtual environment promises to provide the NFT community with an exciting and rewarding gaming experience, built with integrity and ethics at its core and delivered with the industry’s collectors and gaming enthusiasts in mind. 

    Green Rabbit Co-founder Jay Yadon said, “The partnership between MegaFans and Green Rabbit Holdings, LLC, is key in the development of our tournament, esports style gameplay. This type of system will be the first of its kind in the Web3 space. We look forward to working side by side with this amazing group.” 

    The collaboration is expected to produce more quality games, tournaments, rewards and experiential events in the future for gamers, collectors and the Web3 community globally. 

    MegaFans 

    MegaFans (Mobile Esports Gaming Fanatics) is building the world’s first mobile esports community using blockchain, cryptocurrency and NFTs in a play-to-earn environment for gamers, collectors and developers, where 2.8 billion daily active users play, compete and win prizes. MegaFans offers turnkey solutions for mobile game publishers that increase monetization and retention by enriching the players’ experience and their communities. MegaFans’ mantra is “Esports for All!”, which focuses on underserved markets around the world. They use a leaderboard format that features multiple tournaments simultaneously, to an infinite number of players globally, no matter what skill level or geo-location. Links to MegaFans’ social media and company channels can be found at https://linktr.ee/megafans.

    Green Rabbit 

    Green Rabbit successfully launched two NFT collections and their own metaverse with its first racing game. Their rich, virtual environment promises to provide the NFT community with an exciting and rewarding gaming experience, built with integrity and ethics at its core and delivered with the industry’s collectors and gaming enthusiasts in mind.

    Media Contact 

    Mike Albanese 
    mike.albanese@newswire.com 

    Source: MegaFans

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  • PopOK Gaming inks content integration deal with VirtualSoft | Yogonet International

    PopOK Gaming inks content integration deal with VirtualSoft | Yogonet International

    iGaming content supplier PopOK Gaming has announced a new partnership with gambling software company VirtualSoft. The deal aims to provide VirtualSoft’s operators with high-quality online gaming offerings by integrating PopOK Gaming’s slots, live casino games, and instant games into the company’s platform.

    In a press release, PopOK Gaming described VirtualSoft as “an innovative online gambling software provider” whose sports betting and online casino solution offers “a state-of-the-art platform that integrates the best casino, virtual, pre-recorded and live casino providers worldwide.”

    As PopOK Gaming’s products, the supplier describes them as “meticulously designed with attention to detail,” ensuring that features, payout structure, animation, and other game elements are of the highest quality. 

    This collaboration is a win-win for both parties and is set to provide players with an unparalleled iGaming experience filled with excitement, entertainment, aesthetics, and rewards,” PopOk stated.

    Luiza Melikyan, Business Development Executive at PopOK Gaming, said: “We have already demonstrated our commitment to building strong, win-win partnerships that benefit our partners, us, and, most importantly, game lovers. This collaboration is no exception – we have worked tirelessly to ensure that our vision of business relationships and our approach to iGaming are fully aligned.”

    The news comes after the company announced the launch of its newest online slot, Wild Queen, where players are invited to immerse themselves in “an exhilarating adventure across the African Savannah”.

    Players will encounter an array of mystery symbols to help them “make the right choices and win big.” The game’s designers have crafted lions, traditional treasures, sacral totem masks and drums, ‘transporting players to the heart of the south of the continent.’

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  • GeoComply shares report on fraud, location spoofing attempts during Ontario’s first year of legal iGaming | Yogonet International

    GeoComply shares report on fraud, location spoofing attempts during Ontario’s first year of legal iGaming | Yogonet International

    The first year of regulated iGaming and online sports betting in Ontario has been a resounding success, with figures showing CAD 35.6 billion ($26.4 billion) in total wagers and total gaming revenue of CAD 1.4 billion ($1.04 billion), placing the Canadian province among the top five iGaming jurisdictions in North America.

    However, as per data from geolocation and fraud detection services company GeoComplythe newly regulated market has also attracted unwanted attention from fraudsters and betting attempts from outside the province.

    Aggregate data from GeoComply’s services to its Ontario operator customers since the regulated market launch in April 2022 reveals that: 

    • Over 744,000 users have attempted to log in 19.9 million times to Ontario operators from around the world;
    • Over 54,000 users from within the US have attempted to log in 305,000 times to Ontario operators from south of the border;
    • Over 3.3 million location spoofing attempts into Ontario operators have occurred from around the world.

    GeoComply’s risk data for Ontario operators is in line with similarly-sized US states that have regulated iGaming and/or online sports betting, explains the company. The fraud attempts are mostly identity theft and bonus abuse, with some account takeovers and credit card chargebacks. 

    According to GeoComply’s data, Ontario operator customer data since launch shows that: 

    • Over 219,000 devices have been prevented from gambling for fraud reasons;
    • 1,045 fraud rings affecting multiple operators were detected.

    Danny DiRienzo, GeoComply Director of Risk Services, commented: “Online fraud is not uniquely a sports betting or iGaming problem. Recent data shows that cybercrimes were up 50% in 2022 across all forms of e-commerce.”

    “However, our industry’s high standards of compliance put us in a strong position to combat it. Because every bettor must verify their location, we have the data to stop fraud before it gets a foothold,” he added. 

    Additionally, GeoComply’s services have prevented the following from infiltrating the regulated market:

    • Over 127,000 devices known to be associated with fraud;
    • Over 56,000 devices with multiple users (typically a sign of bonus abuse);
    • Over 34,000 devices using illicit software (normally to hide location);
    • Nearly 1,500 devices that had been jailbroken or tampered with.

    Ontario is such a large market, and the opening of any market results in bonus offerings attracting fraudsters. This, coupled with the traditional gray market operations in Canada, resulted in experienced fraudsters hunting bonuses from day one, as anyone with a set of stolen identities could collect bonuses from several operators,” DiRienzo explained.

    “GeoComply remains vigilant alongside our operator partners. During the last 90 days, a third of GeoComply’s fraud investigations have involved Ontario operators, despite Ontario accounting for far less than a third of our overall traffic. The investigations have affected most Ontario operators, so fraudsters are targeting almost everybody,” he concluded.

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  • SOFTSWISS implements AI for online casino design through WebStudio | Yogonet International

    SOFTSWISS implements AI for online casino design through WebStudio | Yogonet International

    SOFTSWISS announced it is implementing artificial intelligence to its designs, as a next-level approach to creating visuals for clients’ online casinos. 

    Implementing AI into the daily design work has been “a breakthrough for the WebStudio, which works on the full cycle of creating projects for SOFTSWISS clients,” the company explained in a press release.

    SOFTSWISS also stated this approach allows it “to go beyond the ordinary for online casino design templates, adding uniqueness to client projects.”

    The designers’ proficiency in AI allows the creation of high-quality visuals in a quick manner. Designs produced using AI stand out by their advantages for clients and online casino players due to their uniqueness and brand style compliance, giving designers more time to work on the user-friendly interface.

    As a result, player acquisition and engagement rates increase thanks to more accessible interfaces and eye-catching graphics. Before implementing this technology in design work, creating the first design layouts took several weeks, and the client options were less abundant. “Now the client can pick from multiple design options, while the design team can quickly iterate on required changes,” the company stated. 

    Based on the clients’ needs, the designer creates different queries for the AI program, which generates the images. That is why designers need not only how to generate correct queries and refine them but also to regularly practice these commands with AI. 

    This helps train the tool and extend its capabilities. Afterwards, designers improve the generated image: elements and details, image quality, proportions, colors, and more. This means the design created is not the final result, but the foundation for further creativity. 

    According to Head of WebStudio Olga Ivanchik, the company’s creators are not afraid that AI will replace them in designing online casino projects, and explains that Artificial Intelligence in design is only an auxiliary tool, an additional step to enable more freedom in creative work. 

    “Designers suggest the initial idea and generate queries for the program. This requires creativity, inspiration, and imagination. Someone (or something) without sufficient background knowledge cannot create a truly unique project that will be visually pleasing and fully convenient for the player to use,” Ivanchik commented.

    This requires human imagination and the unique experience that comes with practice. And the synergy of a talented designer and a multifunctional tool gives maximum results in minimal time,” she noted. 

    WebStudio is a department responsible for creating the frontend designs for online casinos for SOFTSWISS clients, from the initial idea to launching the finished project. The experience of using advanced technologies and research in this area has started the process of creating an Innovation Department within the studio.

    The news comes after the brand announced the integration of MetaMask, a software cryptocurrency wallet. From now on, depositing money from a MetaMask wallet takes only three steps. 

    The improvement is meant to streamline the depositing process in online games, making it less time-consuming for players, as they no longer have to go through multiple steps, including QR code scanning, switching between several screens, and copying the information, to bet funds from their MetaMask wallets. 

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  • Inspired expands FanDuel partnership with iGaming content launch in Michigan | Yogonet International

    Inspired expands FanDuel partnership with iGaming content launch in Michigan | Yogonet International

    B2B gaming content and solutions provider Inspired Entertainment announced Monday that it has partnered with US sports betting giant FanDuel to launch premium iGaming content in Michigan.

    The online gaming heavyweight, part of Flutter Entertainment, will launch with four of Inspired’s titles, including Big Fishing Fortune, Big Santa Fortune, Gold Cash Free Spins, as well as Big Spin Bonus, which is Inspired’s top performer in the North American market and has proven to be “extremely popular with players.”

    Brooks Pierce, President and Chief Executive Officer of Inspired, said: “We are thrilled to partner with FanDuel in Michigan to deliver premium iGaming content. This agreement adds another operator we have partnered with in Michigan, making it seven in total.”

    Michigan remains a very important market for us, as we have reached over 90% market coverage through our partners, which now represent our biggest US state. It is a pleasure to work with the FanDuel team, and we congratulate them on this exciting launch,” the executive commented.

    Brooks Pierce

    For his part, Asaf Noifeld, Managing Director of Casino at FanDuel, added: “We are thrilled to once again partner with the Inspired team to provide players with best-in-class iGaming content in Michigan.”

    “We began our partnership with Inspired through our launch in Ontario to great success, and we are excited to expand that partnership now in Michigan, one of the largest iGaming states,” he concluded.

    Asaf Noifeld

    Last week, Inspired launched its online and mobile slot adaptation of The Terminator. Released as part of Inspired’s growing suite of licensed content, The Terminator incorporates iconic graphics and visuals from the original 1984 movie, “transporting slot players to a land of nostalgia and big thrills.” 

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  • IGT’s Wheel of Fortune and Megabucks slots award two massive jackpots totalling $4.5M+ in March | Yogonet International

    IGT’s Wheel of Fortune and Megabucks slots award two massive jackpots totalling $4.5M+ in March | Yogonet International

    International Game Technology (IGT) announced Monday that its Wheel of Fortune and Megabucks slots awarded two jackpots totaling more than $4.5 million in March. 

    The company reported that on March 5, a Megabucks slots player won $3,307,754 playing Megabucks Gold Forge at Graton Resort & Casino in Rohnert Park, California. 

    Meanwhile, on March 26, another bettor won $1,230,253 playing Wheel of Fortune Gold Spin Triple Red Hot 7s at Harrah’s in Atlantic City, New Jersey.

    Wheel of Fortune slots have minted over 1,100 millionaires and awarded over $3.4 billion in jackpots since their launch in 1996.

    Earlier this monthReno saw a record-breaking slot machine jackpot as a result of just a $10 bet. A player won a $14 million IGT Megabucks jackpot at Atlantis Casino Resort Spa, making it the largest slot machine jackpot in the city’s history. This was also the first Megabucks jackpot to hit in Nevada in two years. 

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