Xsolla Blog

Russian VAT in Games: What to Expect?

Posted by Kirill Tokarev on Feb 24, 2016 1:53:22 PM

For the last couple of years, the Russian digital goods market could be defined as something seen straight out of the wild west as legislators paid little to no attention.

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Xsolla Miniclip Integration: 35% Revenue Increase

Posted by Ernest Chung on Mar 23, 2015 1:20:45 PM

We’ve started to work with Miniclip in 2014. The company is considered to be one of the oldest web portals with flash games. Miniclip is also famous for it's mobile products which are heavily featured on the Windows Phone store and other big app stores as well. This time, we’re working solely on the web portal: www.miniclip.com.

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Astra Studio: "Our games are particularly popular in the Caucasus. They have a special love for cars"

Posted by Ernest Chung on Mar 18, 2015 6:00:59 PM

First off, tell us more about your studio.

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Interview: CEO Wang of Game Teahouse, Leading Games Resource Platform in China

Posted by Ernest Chung on Jan 29, 2015 5:35:03 PM

Xsolla had the exciting opportunity to interview Mr. Wang, CEO of Game Teahouse which is one of the biggest gaming media companies in China. Mr. Wang gives his personal insight on the current and future development of the Chinese gaming industry.

Game Teahouse, otherwise known translated as "Youxichaguan," operates as one of the Southwest's largest gaming media platforms in China with a specialization in the mobile gaming industry. They are best known for being one of the first to enter into the Chinese mobile gaming industry and for hosting a multitude of well-received gaming events, specifically once a month, year after year. Now as a household name within the Chinese Gaming Industry, Game Teahouse looks to expand their reach into new and exciting markets.

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The Power of Advertising and Cornering the Casual Market

Posted by Justin Llewellyn on Dec 19, 2014 2:04:32 PM

When it comes to brand recognition on the casual and mobile markets the new top dogs at the moment would be King and Supercell for Candy Crush Saga and Clash of Clans respectively.

Both titles are incredibly simple in terms of design which has led to other developers trying to compete with them either with clones or similar titles. However, today's post talks about why this is a giant mistake and how these developers and others leveraged advertising to make competing against them on their terms impossible.

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How the Indie Market has Blocked Cloning

Posted by Justin Llewellyn on Dec 16, 2014 2:11:58 PM

In a recent post, we looked at the problems of cloning on the mobile market and why it's so hard to label titles as clones. Part of the issue has been the boom of developers and the lower cost and ease of use of the development software.

However, the same elements are a part of the Indie market and for today's post we're going to look at how the Indies have avoided clones and if those traits can rub off on the mobile market.

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Game Devaluation and the Market Impact

Posted by Justin Llewellyn on Dec 10, 2014 4:34:56 PM

GameStop recently revealed a study they did regarding consumers buying digital copies of games and the results showed that people are spending less on games and expecting pricing to drop. 

The issue of devaluing games has been a serious topic over the last few years and as pricing continues to go down, it leaves many designers and publishers wondering how this will impact the market and there are several ways things can go.

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Concerns about the Mobile Market

Posted by Justin Llewellyn on Nov 26, 2014 1:29:50 PM

Recently the developers behind the popular mobile game Monument Valley were faced with a PR nightmare. Following the release of their paid expansion to the game, the title was hit by negative reviews from people calling the developers greedy. 

As of this time we still haven't seen the full fallout and what this means for the title. But this is a showcase of some of the big issues that have developed in the mobile market.

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The Evolution of the Video Game Market -- F2P

Posted by Justin Llewellyn on Nov 17, 2014 12:59:12 PM

Finally for this look at the video game market we turn to the F2P market. While it's considered the "youngest" compared to the other topics for this series, the impact F2P design has had cannot be understated. 

The F2P market includes everything from browser based titles, to mobile and social games and the market has caused a lot of developers to rethink how they design and sell games.

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Kids Games: How to Customize It for the Young Ones

Posted by Justin Llewellyn on May 27, 2014 5:48:22 PM

According to this article on IGN, mobile game users are playing more than ever. Among these are some of the youngest players ever, with an average starting age of picking up gaming just 8 years old. Claims the article:

According to the NPD Group, 53 percent of total mobile users say the time they spend on mobile gaming has increased this year. Teens (ages 12-17) spend seven hours a week playing mobile games, compared to only five a week in 2011.

What does this mean? For starters, that developers have a huge and rapidly growing user base to cater to. With the rise of in-app transactions steadily increasing year after year, developers will probably want to use microtransactions to fuel many of their games. With young users, however, there are a few steps to bear in mind to ensure a safe and still monetizing game. Read on to learn more!

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