Xsolla, a global video game commerce company, shares insights that 40 of the top 100 mobile games have launched their Web Shop using Xsolla's solution
Read More »Industry Voices: How game technology is powering digital transformation
Li Congbing from Tencent explains how game technology is powering digital transformation
Read More »Geoff Keighley on what makes gamescom Opening Night Live special, and why there’s no Autumn Game Fest
Ahead of this year's gamescom Opening Night Live showcase, Geoff Keighley has taken the time to talk to Vince Pavey from MCV/DEVELOP about how, when and why the live show happens each year
Read More »Do we need a secondary market for digital video games?
Nicholas Gilot, co-CEO of the Ultra.io gaming hub, insists there’s considerable interest in secondary digital games sales and publishers don’t ever have to lose out
Read More »Mobile Developer Seeks Profit For Fun and Games: Amuzo Games on how to make a profit
After three years working with the biggest hyper-casual game publishers in the business, Peter Phillips, MD of Amuzo Games, has some sage advice for small developers looking to make an elusive profit
Read More »The Cycle of Toxicity: being safe and inclusive means not taking the easy way out
Mike Pappas, CEO of Modulate, talks about ban evasion and how you can still foster a safe and inclusive community for your video game
Read More »Kim Parker Adcock on harnessing the potential of neuro-divergent talent in the games industry
Neuro-divergency in games was discussed at length at the inaugural UK Games Mental Health Summit last month and One Player Mission’s Kim Parker Adcock was taking notes
Read More »Winning the toxicity arms race
Mike Pappas, CEO of Modulate, explains how automated voice moderation has a natural advantage over methods of combatting abuse through text
Read More »How passion puts the quality into quality assurance
Room 8 on bringing exceptional quality to quality assurance
Read More »The dollars and sense of prioritizing child safety online (or, how to not be fined half a billion dollars)
The majority of the costs relate to COPPA violations by Epic; and reveal an evolution to the way the FTC views COPPA protections and child safety issues, which every online platform should be taking notice of
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