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Nintendo Announces New Online Service Nintendo Announces New Online Service

Hear ye, hear ye, gentle Nintendo gamers, your days of suffering under the abysmal Nintendo Wi-Fi Connection will soon be at an end. Nintendo during their quarterly report yesterday announced their intention to create the Nintendo Network. IGN reported that …

Chinese Gamers Sell Kids To Bankroll Their Habit Chinese Gamers Sell Kids To Bankroll Their Habit
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It’s a tough world out there, and sometimes money can be tight. If you’re a young couple struggling to get by, where do you turn for a little extra cash? If you said “selling your children,” you are in a …

Americans Spending More Time On Facebook And Twitter

Americans spend nearly a quarter of their time online on social networking sites such as Facebook and Twitter and blogs, up 15.8 percent from a year ago (43% increase) according to new research from Nielsen.

The report called "What Americans Do Online," found that Americans spend a third of their online time (36%) communicating across social networks, blogs, email and instant messaging.

Online Gaming Growth Up 10%

The average number of hours spent each week on online gaming has climbed 10 percent since 2009, while an average of 20 percent of all games purchased were digitally downloaded up from 19 percent in 2009, according to a new report from The NPD Group.

 Among those reporting they personally play video games on at least one type of console, 54 percent said they play games online, down slightly since 2009 and 2008 (56% and 55% respectively).

Online Gaming Revenue To Hit $5 Billion
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Americans who play online games like "World of Warcraft" and "EverQuest" generated $2.8 billion in subscription revenue in 2009, and are on track to pay an annual $5 billion in game subscriptions by 2015, according to a new report by market research firm Pike & Fischer.

Yahoo Games Popular In Japan
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Japan’s online gaming population has increased 28 percent over the past year to 16.5 million visitors in July 2009, and reaching nearly one fourth of Japan’s online population, according to a new report from comScore.

"As a growing number of people turn to the Internet as an entertainment channel, many online gaming sites have seen their traffic levels swell to record numbers," said Maru Sato, managing director of comScore Japan.

Online Gaming Audience Booming
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The online gaming audience has seen a significant increase in the past year as people are increasingly looking for cheaper entertainment alternatives, driven partly by the economy, according to a new report from comScore.

The category attracted 87 million U.S. visitors in May 2009, up 22 percent compared to a year ago.

Online Gaming Continues To Grow
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Online gaming for video game consoles and portables saw a significant increase from 19 percent in 2008 to 25 percent in 2009, according to a new report from The NPD Group.

PC online gaming experienced a small decline over the same time period, but it was still the most widely used platform for online gaming.

Free Online Gaming Grows As Economy Struggles
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The usage of online gaming sites has grown 27 percent during the past year to 86 million visitors in December 2008, while the total time spent playing online games increased 42 percent, according to comScore.

American’s total amount of Internet time spent playing online games grew from 3.7 percent in December to 4.9 percent in December 2008.

Web Gets Kung Fu Election Game

It’s probably safe to say (I think, gulp) this election season has been an especially vicious one. So, if you feel your violent urges starting to get the better of you—like one rally attendee who reportedly kicked a journalist in the leg—release that tension with a killer Mortal Kombat-style Flash animation game called “Kung Fu Election” from Atom.com.

Online Gaming Attracting More Females
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Growth in online gaming had significant user growth among teenage girls between the ages of 12 and 17 and women between the ages of 55 and 64 according to a new study from comScore.

The total female online gaming audience in August 2008 grew 27 percent compared to the previous year to nearly 43 million visitors.

Microsoft Looks To Users For New Xbox Games

Microsoft has announced that it will start offering user-generated games for their Xbox 360 gaming console through the online Xbox Live service.

The company said it will start selling user-generated games later this year on its online Xbox Live service and share as much as 70 percent of the revenue with game developers.

42% Of Americans Play Games Online
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Participation in gaming increased in 2007 over 2006, from 64 percent of the population to 72 percent of the population according to a new report from The NPD Group, "Online Gaming 2008."

More than half play games online, with 90 percent of online gamers saying they use a PC to play games and 19 percent said they use a video game console with 3 percent saying they use a cell phone.

The number of online gamers relative to the total U.S. population is 42 percent so far this year, up from 40 percent in 2007.

Nintendo Wii To Launch Pay Service

Nintendo has announced that it will begin charging Wii gamers for some of its online offerings.

Called the Wi-Fi Connection Pay and Play, the service will feature red stickers on the titles that users must pay to play online. A pricing plan has not been released but Nintendo said that gamers could pay for titles using Wii points, the consoles virtual currency.

N.Y. Giants Move Into Online Gaming
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The New York Giants and the Global Gaming League (GGL) are partnering to offer a new online video game competition and community portal for Giants fans.

The new Giants Game Day Live portal will allow users to compete in multiple and interactive video game tournaments Users can track stats, rankings and leaderboards online and can play Game Day Live on Xbox 360 and PlayStation3.

NASA To Recruit Via Online Gaming
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NASA is shopping around for companies to help them develop a massively multiplayer online game for use as a recruiting tool. Now it’s certain Google and NASA are spending too much time together.

China To Clamp Down On Online Gaming
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China said it would issue stricter regulations on online gaming in an effort to clamp down on the undesirable aspects of the industry.

" In the next five years, China’s online gaming industry will reach a turning point where ‘green’ games will be appreciated and encouraged," Kou Xiaowei, deputy director of the audio-visual and Internet publication department of the General Administration of Press and Publication (GAPP) said according to China Daily.

Casual Gaming: An Untapped Market

At the first of the year, I wondered if 2007 or 2008 would be the year of the online game.

2007 is nearly gone, and not a peep out of anybody except the Casual Games Association, which says 150 million people play free, casual games online, outpacing game consoles, first-person shooter games, and massively multiplayer games.

Casual Games Association
Online Gaming Remains Popular

Playing games online is still a more popular activity in the U.S. than watching short video clips or visiting social networking sites, according to Casual Gaming market Update report from Parks Associates

China Puts Limits On Online Gaming

Kids are creative, so it’s difficult to enforce any rules without the smart little…minxes finding a way around them. You know that tone that only teenagers can hear and drives them crazy? They turned that around by making it a ring tone the teacher wouldn’t hear in class.

Will Users Kongregate At The YouTube For Games?

It’s spelled as if it comes straight from the Kaiser, or the Kremlin, and red like the Cold War (which Putin, apparently, is looking to put back in the cooler), and maybe, since it’s somewhat communal, this online sharing thing, it’s appropriate – Kongregate is being touted as "the YouTube for games."

Google Patents Profiling of Online Gamers
In March Google acquired the in-game advertising technology firm Adscape Media. Though some have their doubts, advertising within video games is seen as an effective way to reach the coveted demographic of men 18-34. According to Google: