On Sunday 18th March 2018 a 49 year old woman in Arizona was killed by an autonomous Uber car, which struck her as she pushed her bicycle along the roadside. The death was blamed on defective software. Two years prior to this, the first of multiple Tesla driver deaths occurred. There is significant evidence
We have long argued that the games industry should be treated as seriously as those other pillars of the entertainment business, film and music. Government seems to be getting the message, and – as we reported last month – the figures certainly stack up.
But perhaps the BBC is still struggling with the idea of games as a grown-up industry in its own right. When the industry does get coverage (on the Today show, for example), the presenters are typically as well informed as, say, a US senator facing a Facebook Chief Executive.
And then there was last week’s broadcast of the BAFTA Games Awards ceremony. If there is one thing
In a recent blog, we looked at the threat Brexit represents to the future of the UK creative industries, focusing mainly on the games industry – and for a very good reason: the UK games retail market is now a £3.35bn industry, its sales now almost equal to that of home sales for music and video combined.
But this blog perhaps missed the wider, refreshingly positive story about the state of the entertainment market as a whole. For many years, reports have suggested
Last week, it was reported that there are more unfilled job vacancies than ever before in the British economy. As of November 2017, there were 810,000 unfilled vacancies in the UK – an increase of 60,000 on the previous year.
For all employers, that deserves a moment of reflection. But for employers of highly skilled workers, such as programmers, the current situation threatens to become a crisis as uncertainty over the direction of Brexit creeps in.
The challenge of attracting talent to the UK is underlined by the latest Global Talent Competitiveness Index (GTCI), which shows the UK has dropped from 3rd place in 2017, to 8th place this year. The rumours and uncertainty surrounding our future relationship with the European union are evidently making the UK a less attractive place to work.
Nintendo Switch has just become America’s fastest selling home games console selling 4.8m units in 10 months since launch. This exceeded the previous record of 4m units, also held by Nintendo for its Wii. (To blow our own trumpet for a moment, we had predicted in a previous blog at its launch that the Switch “could set the gaming world alight.”)
Not content with that, though, Nintendo announced its innovative new IP ‘Labo’ about which the press are already writing “this latest idea is so crazy it might just work” and “how small our imaginations were, and how glorious it is to be blindsided by Nintendo again.”
So, what is Nintendo doing that other companies aren’t, and what can we all learn from them?
In short, Nintendo has
By now, you have probably heard about Improbable, the virtual simulation start-up that raised $502m from Japan’s SoftBank – but what you might not have considered is how its technology could be of interest to your business.
Founded in 2012 by a pair of Cambridge University computer science graduates, Improbable is now valued at more than $1bn thanks to the investment by SoftBank, which represents the largest-ever venture financing round for a private British company.
The business employs 170 computer scientists, engineers and designers who are all attempting to recreate the most detailed version possible of the real world in digital form.
Since the release of its Game and Watch in 1980, Nintendo has dominated the handheld console market. The Game Boy and Nintendo DS are remembered fondly by people who played them in their youth while latest Nintendo 3DS had sold around 60m units by June 2016.
What’s more, a national survey in the 1990s found that Nintendo’s character, Mario, was ‘more recognizable to American children than Mickey Mouse’.
When it comes to home consoles, however, it’s a different story.
Earlier this year, the overall value of the UK games market ‘soared’ past £4.1bn for the first time – so we are overdue a look at how publishers and developers achieve growth in the face of a prosperous secondary games market.
For the uninitiated, the secondary market covers the resale of second-hand games and trade-in (often for store credit). Retailers including Amazon, GAME, and HMV re-sell and, historically, this has been considered to the detriment of developers and publishers.
In less than a month since launch, Pokémon Go, the location-based, augmented reality game for mobiles, has become a phenomenon and a record breaker.
It’s the fastest game to ever top the App Store and GooglePlay. In its first week became the most downloaded app of all time, and it’s also become the most actively played mobile game in the US ever.
In under four weeks, the game has been made available in 35 countries and has more than doubled the share value of Nintendo, which made the original Pokémon game in the 1990s, to $42bn.
That’s incredible, not only for the sheer escalation, but because Nintendo doesn’t even produce the new game. It’s made by Niantic, of which Nintendo owns a share and from which it receives a licensing fee.
Thanks to staggered release schedules, we’ve been robbed of a good old-fashioned console war for several years now. But, with Microsoft and Sony launching the Xbox One and Playstation 4 within a few weeks of each other in November, the tail end of 2013 once again presented the opportunity to put the devices back to back. So, which of these two consoles won Christmas?