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Kliuless #34: Loot Box Legislation

Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Kenneth Liu, Blogger

May 14, 2019

3 Min Read

Kliuless? Gaming Industry ICYMI #34

Hi, my name is Kenny Liu, and I work in Revenue Strategy at Riot Games. Each week I compile a gaming industry insights newsletter that I share broadly within Riot. This edition is the public version that I publish broadly every week as well. Opinions are mine.

See more or subscribe at: https://tinyletter.com/kliuless

Revenue Strategy

  • Proposed legislation aims to ban loot boxes in the United States

  • Germany considers new youth protection guidelines for mobile monetization

  • Dota 2 reveals its battle pass for The International 2019

  • Fortnite season 9 battle pass introduces collectible computer chips called “fortbytes” 

Cross-Platform / Multi-Platform

  • Porting Dead Cells to mobile: An in-depth breakdown

  • EA confirmed plans to bring Apex Legends to China and to mobile

  • EA Access arrives on PS4 in July, but is incompatible with existing Xbox and PC subscriptions

PC / Console

  • Starbreeze seeks funding to avoid imminent "liquidity shortfall"

  • IHS: Worldwide spend on content and services for games consoles hits record high in 2018  

Mobile

  • DeNA to release mobile Pokemon game by March next year

  • Nubia stuck a cooling fan in its latest gaming smartphone

  • IDC: Smartphone Shipments Experience Deeper Decline in Q1 2019 with a Clear Shakeup Among Market Leaders

China

  • Niko Partners: 2019 China PC Online Games Market Report

  • Niko Partners: Chinese mobile gaming revenue up 29% last year despite license freeze

  • Bloomberg: Tencent Swaps Out PUBG for Chinese Game That Can Generate Profit  

Tech / Entertainment

  • Stratechery: Google Fights Back

    • "Google spends billions of dollars on research and development and global-scaling infrastructure in order to deliver superior products to, first and foremost, users on premium phones (who have a huge amount of overlap with the set of customers most attractive to advertisers). That expenditure, though, is a fixed cost, while serving a marginal user is effectively free; it follows, then, that the best way to leverage those costs is to serve as many people as possible, even if the revenue from doing so is quite meager, at least for now"

  • Google pivots away from VR hardware to focus on software

  • With new raise, Unity could nearly double valuation to $6 billion

  • Twitter Expands Live-Streaming Video Lineup, Sets Content Deals With Viacom, ESPN, Live Nation, Univision, and More

  • Bloomberg: Apple to Reveal New Home-Grown Apps, Software Features at WWDC

  • WSJ: Facebook Building Cryptocurrency-Based Payments System

Overtime

  • Building visionary triple-A game studios that last

  • ESA: 65% of American adults play video games

  • Newzoo: 46% of all video game enthusiasts are female

  • Minecraft Marketplace March 2019’s top 10 downloads

  • Creating Cuphead's Most Ambitious Boss Fight

  • How Slay the Spire’s Original Interface Almost Killed the Game

  • 'Dreams' Is a Powerful Tool to Create Anything and Own Nothing

  • How George Fan created the wacky Plants vs. Zombies a decade ago

  • Fortnite is throwing an E3 after-party: Summer Block Party June 15-June 16 in L.A.

  • Mass Effect-inspired porn game is now one of the biggest gaming Kickstarters of all time

  • New Yorker: The Terrifying Potential of the 5G Network

  • NYT: The Chinese Surveillance State, Part I

  • Jumia’s rise exposes challenges of online shopping in Africa

See more or subscribe at: https://tinyletter.com/kliuless

Twitter: @kliuless
LinkedIn: @kliuless

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