For 30 years the games industry worked in a certain way.
Mark Pincus has stepped down as CEO of his struggling online gaming company Zynga for the second time.
Apple started 2016 with the boast that its App Store customers had spent more than $1.1bn on apps and in-app purchases over the Christmas period, including $144m on New Year’s Day alone.
In the two years between October 2013 and September 2015, Candy Crush Saga players spent just under $2.5bn (£1.7bn) on the puzzle game. That’s a lot of power-ups, extra lives and (virtual) gold bars.
Three years ago, a group of senior Activision executives led by CEO Bobby Kotick met with Stephane Kurgan and Riccardo Zacconi, the heads of mobile gaming company King. It was, says Kotick, a social engagement, two powerhouses of the global games industry shooting the breeze in a fancy restaurant.
First-person shooter Titanfall made a big impact when it stomped on to PC and Xbox consoles in 2014. Now the game is squeezing its giant mechanised armoured transports down for smartphone and tablet screens.
To deal with the sickly sweet elephant in the room: no, Candy Crush Saga isn’t included. Not for reasons of snobbery, but rather because surely anyone with an interest in playing puzzle games on their phone will know about it by now.
Felix “PewDiePie” Kjellberg built his audience of 39 million YouTube subscribers by playing games. Now he’s releasing his own mobile game: Legend of the Brofist.
Smartphone gaming is a tough business – even for the companies at the very top. Candy Crush Saga developer King has struggled to develop new games beyond its hit “match-three” puzzler, while Rovio announced more than 200 lay-offs in August as part of an attempt to restructure and refocus its increasingly bloated business.