Sony courts developers by dropping PlayStation Mobile license fee

As a console, PlayStation has had tremendous success. Even the first mobile foray with the original PSP (PlayStation Portable) was a landmark moment for Sony, but ever since support has waned.

Sony launched “PlayStation Mobile” in November 2012 allowing indie developers to publish games on PlayStation Vita and PlayStation-certified devices (includes their Xperia smartphone range) for a $99/annual license fee, which has now been dropped.

Directly from the announcement

By Ryan Daws, 09 May 2013, 0 comments. Categories: Android, Development Tools, Gaming, Platforms.

WISE TIVI heads into the Android Smart TV arena

Manufacturers are jumping on the Android “Smart TV” wagon in flocks.

The latest device, by the moniker of “TIVI” from WISE, is a small portable device which plugs directly into your TV’s HDMI port, then offering the entire catalogue of Google’s Play Store including applications and games.

WISE has decided to use Indiegogo as its crowdfunding platform of choice, with the goal of raising $100,000 in funding to complete the project.

Of course to secure yourself a device at...

By Ryan Daws, 22 April 2013, 0 comments. Categories: Android, App Stores, Devices, Gaming, Platforms.

How are companies utilising gamification in 2013?

Gamification as a marketing strategy is nothing new, but with its increasing popularity with all kinds of businesses – both B2B and B2C – it’s a technique to look out for this year.

What does it mean?

Basically, gamification is the application of game-design thinking in non-gaming contexts. This can be used with many different types of business processes, and can be aimed at getting both employees and customers to...

By Ampheon, 28 March 2013, 0 comments. Categories: Design, Development Tools, Gaming, Marketing.

Small dev teams shouldn’t fear piracy, says Hogan

If you’ve developed a game, the one thing you don’t want to see is pirates downloading your game for free and seeing a vital revenue stream go up in smoke.

But according to Sean Hogan, one of the developers of 2D fantasy game Anodyne along with Jon Kittaka, piracy is “inevitable” so it’s easier to adopt an ‘if you can’t beat them, join them’ policy.

Hogan’s actions came about after he had been made aware of Anodyne being posted on file sharing behemoth The...

By James Bourne, 12 February 2013, 0 comments. Categories: Development Tools, Gaming, Monetisation.

Mobile gaming in Europe: Trends, devices and monetisation

comScore estimates smartphone penetration to reach 55% in EU5 (United Kingdom, France, Germany, Italy, and Spain) which is equal to 132 million users (see Pic. 1). Of all mobile devices bought in the EU5 region in October 2012, 73% were smartphones. The smartphone landscape is dominated by Google Android (59% of all new devices), followed by Apple iOS (22%) (see Pic. 2). Tablets reached 15% penetration of smartphone user base with iPads holding 60% of the total tablet market in EU5.

By Ciklum, 05 February 2013, 0 comments. Categories: Gaming, Monetisation.

What can we learn from gamification?

By Paul Ranson, Development Director, Serious Games International

You hear a lot about ‘gamification’ or ‘games-based learning’ these days. People claim that adding a games element to something serious will make it perform better. If you learn more quickly by playing a game, the thinking goes, so you will play the game more often, and so the knowledge acquired is retained better.

A serious game can be one...

By Paul Ranson, 18 December 2012, 0 comments. Categories: Development Tools, Gaming.

What you need to know to program for Ouya

Guide to programming for OUYA

In December the Ouya SDK ,known as the Ouya Development Kit or Ouya SDK will be released. We've gathered the latest facts, information and guidance that potential Ouya programmers will need to make their venture into the soon to be released Android powered console successful.
 
Overview of the Ouya capabilities
The console is based on Android Jellybean with the...

By Duwain Marnitz, 20 November 2012, 0 comments. Categories: Development Tools, Devices, Gaming.

Game dev rejection sparks debate on in-app purchases

Be careful what you say, the App Store police is onto you

Game developer Terry Cavanagh had his game, Don’t Look Back, rejected from the App Store for a potentially unique reason: the game’s accompanying text carried negative opinion about in-app purchases.

The 8-bit platform game was submitted to various app stores with the following description from Cavanagh: “A game about fantasy, Don’t Look Back is short game I made in 2009.

“This is a completely free game, not “free to...

By James Bourne, 18 October 2012, 0 comments. Categories: Apple, App Stores, Development Tools, Gaming, Monetisation.