Posts tagged with "Mobile"

Pokeball illustration by Heather Skovlund for 360 Magazine

Pokemon Most Valuable Media Franchise

Pokemon Has Reached 100M in All-Time Sales – Most Valuable Media Franchise Globally

The Pokemon Franchise is celebrating its 25-year anniversary for the entire year of 2021, and what better way to mark the occasion than crossing an important milestone in the franchise’s history. The franchise started as a game but has since expanded into many facets of media and entertainment, making it one of the most recognizable media franchises in the world. According to data presented by Safe Betting Sites, The Pokemon Franchise’s all-time sales have reached $100B making it the most valuable media franchise of all time as of January 2021.

Pokemon – From Game to Media Franchise with All-Time Sales Of $100B

Pokemon, short for its Japanese title of Pocket Monsters, was first released as a game on Nintendo’s handheld console GameBoy in 1996. Soon after, a Manga and Anime centered around the game was released and soon gained a significant amount of popularity. This is a break from the traditional life cycle of popular media brands commonly found in Japan of Animes being turned into games rather than the other way around.

Since then, the franchise has successfully expanded into many other facets of entertainment such as movies and trading cards, creating an entire Pokemon Universe and generating enormous amounts of sales along the way. Pokemon’s $100B all-time sales make it the most valuable media franchise in the world ahead of other icons such as Hello Kitty, Winnie the Pooh, Mickey Mouse, and even the entire Star Wars Franchise.

The franchise’s movie adaptation, Pokemon: Detective Pikachu (2019), earned the second-highest at the box office out of any video game movie as of March 2021 with gross earnings of $432M.

Nintendo’s Pokemon Games Always Popular – Combined Over 350M Copies Sold

Since the original game launched on the GameBoy in 1996, there have been over 70 titles created by Nintendo for the Pokemon Franchise all amounting to over 350M copies sold. The top eight Nintendo Pokemon games alone combine for over 150M copies sold. Even more impressively a total of 14 different Pokemon titles accomplished the feat of selling 10M copies or more.

Pokemon’s original game from 1996, Pokemon Red/Green/Blue, is the best-selling Pokemon game of all time with over 31M copies sold.

Pokemon Go and Pokemon Home – 2 New Adaptations That Are Hugely Popular

Pokemon Go is a mobile augmented reality (AR) game published and developed in 2016 by Niantic in partnership with Nintendo and the Pokemon Company. The game turned mobile users into real-life Pokemon trainers who can catch Pokemon they encounter in the real world, visualized through AR on a mobile device. In its first month after release, the game had a record-setting 500M downloads. Pokemon Go was also the third-highest grossing mobile game worldwide with $1.2B in estimated player spend.

Pokemon Home was launched in February 2020 and allowed cloud-based storage for users and their items from the Pokemon universe. The app was downloaded almost 12.3M times in 2020 making it the most downloaded Pokemon game that was published in 2020. In Q4 of 2020 alone, there were over 6.4M downloads of Pokemon Home.

You can read more about the story with more statistics and information on the website.

Sceenic illustration by Heather Skovlund for 360 Magazine

Sports Innovation Lab × Sceenic

Sceenic, a leading software solutions provider for real-time experiences, has been named a Game Changer in the growing Co-Watch trend in the latest Sports Innovation Lab Power Play Index.

Sports Innovation Lab’s Power Play Index for the Fluid Fan Behavior of Co-Watch identifies those companies that are best positioned to create immersive viewing experiences for fans at home. Sceenic is the only Game Changer in the index, which charts the top 10 technology providers that offer co-watch solutions in the market.

The Power Play Index ranks companies in two categories: 

  • Technology Alignment: determined through a company’s signal score as it relates to watch parties, video chat, and voice chat.
  • Market Validation: determined through a company’s signal score as it relates to leagues, venues, people, and partners.

“When we publish a Power Play Index, we let the data do the talking. Our methodology identifies companies with both the market validation and technology depth that allows them to enable the Fluid Fan,” said Josh Walker, Co-founder and President of Sports Innovation Lab. “Sceenic is our Co-Watching Game Changer for 2020, proving that powerful co-watching technology isn’t the future, but the present.”

Sceenic is identified as the highest-ranking company for each measure due to the seamless turnkey nature of its offering for video, OTT, IPTV or STB providers, and the ease of integration for the Sceenic Watch Together SDKs and APIs into existing platforms with customization. The report also noted Sceenic’s partners and the experiences that they power in the market for clients such as BT Sport (UK), NPO (NL), ScreenHits TV (EU and US), LaLiga (ES), among others.

Key facts:

  • Sports Innovation Lab focused their recent fan behavior research on “Co-watch” presented in the Power Play Index. Getting fans to watch sports content – a live game, a recorded stream, or highlights – is simply getting them to show up. To keep Fluid Fans hooked, to get them coming back more frequently, and for longer periods of time, sports organizations must enable them to learn more about the sport and the athletes. When fans learn, they dive deeper into storylines, get invested in matchups, and come back again and again because they have a greater appreciation for the sport. When fans watch more, revenue opportunities from sponsorships, as well as ancillary behaviors like shopping merchandise or betting, increase
  • Sceenic is a leader in proving co-watch solutions to enhance the fan experience inside their clients’ platforms. Sceenic created the Watch Together software solution in 2013 to provide Broadcast, Telcos and Media companies with an engaging experience inside their platforms. The technology is available to be quickly deployed for video, OTT, IPTV or STB providers to integrate into their existing platforms
  • Sceenic was the first company, in 2019, to showcase and offer the Watch Together software solution on 5G
  • EE (the UK Telco) launched Matchday Experience on the BT Sport app in October 2020, with all BT Sport customers able to access the service from January 2021
  • BT Sport’s Watch Together is available on all broadcast content, 24/7 and on all devices (mobile, tablets, TV)
  • Powered by Sceenic during the 2020 Tour de France, NPO, the Netherlands Public Broadcaster enabled their users to meet the former cyclist Michael Boogerd inside their NPO Start web platform to share insights, answer questions and take online selfies with fans. 

“Seven years in development and refinement, our Watch Together technology stack is proving its worth in large scale deployments with BT Sport, T-Mobile Germany, NPO – Tour de France and others,” said Paul Bojarski, CEO, Sceenic. “What is now exciting is seeing how Watch Together actively supports our customers’ business objectives: the organic multiplier effect it brings to subscriber acquisition and retention, the powerful compliment of C2C word of mouth recommendations to machine learning, and the emergence of wholly original in-room interactive marketing/advertising opportunities.”

About Sceenic

Sceenic is an innovator and leader in understanding today’s customer behaviors and their expectations. In 2013, the company created the Watch Together software solution, adding value to fan-engagement and keeping the conversation within their clients’ platforms: BT Sport, T-Mobile Germany (Deutsche Telekom), NPO, ScreenHits TV, LaLiga, Virgin Connect, WeLoveGaming eSports, FIFAe, among others. You can read more about Sceenic here.

About Sports Innovation Lab 

Sports Innovation Lab is leading a sports research revolution. Sports Innovation Lab exists to educate clients on the technological possibilities for their brand and how to ultimately drive value to the end consumer: The Fluid Fans. Sports Innovation Lab inspires brands to create breakthrough fan experiences through data-driven technology insights and industry-leading research. You can learn more about Sports Innovation Lab here.

Top 5 Mobile App Downloads

Top Five US Mobile App Publishers Hit 151.2 Billion in Google Play Lifetime Downloads

Recent years have witnessed a surge in app downloads, driven by the growing number of people using mobile phones. According to data gathered by GoldenCasinoNews, the five leading mobile app publishers from the United States hit 151.2bn in Google Play lifetime downloads as of May. With 123bn in lifetime downloads among Android users, Google LLC ranked as the leading mobile app publisher in the United States.

Google Meet is the Leading Google-published App:

In May, Google’s 183 published apps were downloaded a total of 278.9 million times worldwide, revealed Statista and Priori Data survey. With almost 21.5 million downloads, Google Meet was the leading one among them. Google Calendar, Google Play Games, and Google Assistant followed with 11.45 million, 11.12 million and 11.1 million downloads, respectively.

With 12.55bn in Google Play lifetime downloads, Facebook ranked as the second-leading mobile app publisher in the United States, revealed Statista and 42Matters data. The world’s most popular social network hit 2.6bn monthly active users in the first quarter of 2020. Statistics show that in March, Facebook was also the fourth most popular app in the Google Play Store worldwide, reaching 25.55 million downloads. Facebook Messenger ranked in seventh place, with 23.75 million downloads in March.

Microsoft Corporation took third place on the list of most successful US mobile app publishers, with a total of 6.67bn downloads among Android users so far. With millions of people spending more time indoors and online amid coronavirus lockdown, the US software giant has witnessed a surge in the number of app downloads in the first quarter of 2020. Statistics show than in March only, Microsoft apps were downloaded 97.8 million times worldwide, ranking it as the second-leading non-gaming app publisher in the Google Play Store that month.

WhatsApp and Instagram Reached Almost 9bn in Google Play Lifetime Downloads:

Statistics show that WhatsApp Inc was the fourth-leading US app publisher in May, with 5.74bn downloads among Android users. Statista data also revealed that one of the most popular messaging apps worldwide hit 2bn monthly active users in the first quarter of 2020, with the majority of that number based in India.

Instagram ranked as the fifth-leading app publisher in the United States, with 3.22bn in Google Play lifetime downloads. Statistics indicate the popular photo and video-sharing social networking service hit 1 billion active users as of April. The majority of that number or 120 million were based in the United States.

India represents the second-largest Instagram market, with 88 million users as of April. Brazil, Indonesia, and Russia follow, with 82 million, 64 million and 46 million, respectively.

The full story can be read HERE.

Cell carrier, t-mobile, 360 magazine, illustration, rita azar, wireless carriers

T-Mobile Crash

By Eamonn Burke

Today (June 15, 2020) between 2 and 3 pm ET the cell provider T-Mobile had a major outage that affected customers across the country, although the full reach of the crash is not yet known. Down Detector has reported 93,000 reports of the outages.

T-Mobile users have reported an inability to complete calls, which would fail almost immediately, and unable to receive them as well. Many also had issues with data and text. Other providers have not been affected.

“Our engineers are working to resolve a voice and data issue that has been affecting customers around the country. We’re sorry for the inconvenience and hope to have this fixed shortly,” says president of technology Neville Ray in a tweet.

candy crush, game, phone, iphone, smartphone, hands, candy, crush, videogame

Candy Crush Survey

According to a new survey by King, makers of Candy Crush Saga, over half of Americans are playing mobile games during their work breaks.

The new survey finds that individuals are using their work breaks to play mobile games in order to unwind and have some fun – and, as an added bonus, these short stints of gameplay make them feel more productive, no matter where they’re working.

Many Americans today are working in new ways and new schedules outside of typical hours, resulting in added stress and lack of focus. The survey reveals that playing games like Candy Crush Saga can increase one’s energy levels and even boost both productivity and work quality.

Here are the data highlights:

  • A huge 83% of employed Americans play mobile games
  • Over one in two employed mobile gamers (55%) play during breaks in their workday
  • Among those who play at work, 65% choose to take a break with their mobile game compared to 56% who choose a cup of coffee
  • The Gen Z workforce turns to mobile gaming over unwinding with a cup of coffee or tea, with more than half (58%) playing mobile games during work breaks
  • More than three quarters (76%) of Candy Crush players surveyed find that playing the hit game makes them feel more efficient and capable of producing better work

The Gaming Revolution Started in the Noughties – Don’t Let Anyone Tell You Otherwise

The gaming industry has had many significant turning points over the years. According to an article @ theverge.com, the first real digital video game was Stephen Russell’s 1962 creation, Spacewar! For others, it was the Brown Box after it offered a way to connect a computer (of sorts) to a TV and play. For those with shorter memories, names like Atari, Nintendo, and Sega have all been instrumental in the evolution of gaming. However, it’s possible to argue that things really changed for the better at the turn of the millennium. Since 2000, a few things have happened to make gaming bigger and better than it ever was.

Now, we could go back to the 90s and the first-ever mobile games. Tetris has been around on mobiles since 1994, while Snake really put the wheels of progress in motion back in 1997. However, these early offerings were seeds that, while sown, didn’t have much potential to grow until smartphones came along. Because of that, the real starting point for what we’ll call the “next generation” of gaming was poker and casino sites. As the 90s were coming to an end, a new concept in gaming emerged.

Old Games Become New Forms of Entertainment

By combining random number generators (RNG) with some preexisting games, developers were able to create the first online poker and casino sites. The idea quickly struck a chord with gamblers, gamers, and competitive types. Within a decade, the market was booming. The main reasons for the industry’s spectacular growth were unpredictability, diversity, and entertainment. Casino games have always been popular. Taking on the house in a game where anything can happen on the turn of a card or spin of a wheel is exciting. Software companies simply took this and ran with it.

However, what the early pioneers also understood was the power of diversity. Even in the early noughties, the internet was a place for all tastes. As such, developers needed to take a standard selection of games and build on them. So, alongside blackjack and roulette, slots started to gain prominence. With scope to invent new features, bonuses, and themes, the library of options quickly expanded. This strategy has been used ever since. For example, inside the online casino @ Betsafe.com, the lobby is now stocked with more than 1,700 games.

If You Build It They Will Come

From slots with a space theme like Starburst to virtual sports, Slingo, and live dealer tables, there is something for everyone. This level of variety is not only a testament to the evolution of gaming software but the state of the industry. In other words, modern online casinos are no longer reserved for gamblers. Today, they’re entertainment hubs where everyone, from the novice to the pro, can have fun. This is the reason the industry is now worth more than $50 billion according to the data @ statista.com. Why are modern casinos like that? Because more people have access to games than ever before.

When the first iPhone came out in 2007, it paved the way for mobile apps and, thus, games. 13 years later, in 2020, there are thousands of mobile games and more than 210 million players in the US alone. With more people no more than a touch away from some action, the market has opened up. Gone are the days when you needed a PC or console to indulge in virtual fun. This shift in dynamics is, in part, due to the rise of online casino sites and, subsequently, mobile gaming. There have certainly been many significant turning points in the industry over the years. However, in recent times at least, the noughties changed the game more than any other.

flo milli, rca records, 360 MAGAZINE

Flo Milli – My Attitude

20-year-old rising Mobile, Alabama rapper, Flo Milli releases her new single and video for “My Attitude” via RCA Records. Click HERE to watch.
 
The track, which is produced by Yung Dza (Offset, Octavian) continues to showcase Flo Milli’s bubbly personality and lyricism over her signature flow which she has become known for on previous releases “Beef FloMix” and “In The Party.” The accompanying video, which is directed by Jet Phynx premiered earlier today on The FADER who describes her, “Aside from her flows and lyrics, Flo Milli has a good sense of melody and knows where to sprinkle it in.”
 
Flo Milli first broke onto the scene in 2019 with her track “Beef FloMix” which landed on the Spotify US Viral 50, peaking at #2. The track then began taking off on TikTok with thousands of original videos, with Rolling Stone covering its success on the platform and NPR Music naming the track “5 TikTok Songs From 2019 We’ll Actually Remember.” With “Beef FloMix” and the release of her follow up track “In The Party” she became a TikTok sensation with over half a million videos created with millions of views.  Combined she has amassed over 100 million streams worldwide.
 
All of the success led to co-signs from the likes of Cardi B on Instagram, as well as Lil Nas X and PAPER Magazine using her lyrics on an Obama meme. Complex  has also included her in their “20 Rappers to Watch in 2020” list.
 
“My Attitude” kicks off what will be a massive 2020 for the rising star. Listen/Watch to “My Attitude” and keep an eye out for more coming soon.
 
Listen “My Attitude”:
http://smarturl.it/xAttitude
 
Watch: “My Attitude”:
http://smarturl.it/xAttitude/youtube

The Rise of Mobile Slot Games

Slot games have held the attention of gamblers for decades. This is thanks to the exciting experience that they provide. Today, it has become possible to access these games anywhere and at any time. All thanks to the rise of the smartphone.

Mobile phones give you the chance to take your favourite games with you everywhere you go. Companies are now making new games in the form of apps. They have also been making changes to their websites with mobile users in mind. This has made Thor Slots mobile slot games more popular than ever.

The convenience of mobile slots

Convenience is one of the main reasons for this popularity. It has become easy to add funds using your mobile. This makes the whole process run a lot smoother and benefits the user.  Services such as Apple Pay and Google Pay are also becoming more popular. This means that it’s simpler than ever to place a bet on the move. All it takes is the touch of a button for the money to be in your account and ready to go.

Also, mobile slot games are now very intuitive.  Gone are the run of the mill machines that you’d find in a casino. Today, games will make use of your phone’s touchscreen, meaning that they’ve never been simpler to play. This also means slots can include various features and mini-games.

Easy access to online slots 

The increased availability of free Wi-Fi has also been an important factor. As has the increased speed and reliability of mobile data.  It’s no longer a struggle to access the internet when you’re not at home, so people are playing everywhere they go. Anytime they’re bored, they can load up their favourite slots and play to their heart’s content.

People who have never even set foot in a casino have been drawn to mobile slot games as a result of this convenience. At their core, these games are nothing but a fun way to pass the time. In that way, they’re just like any other smartphone app on the market. But they come with the added excitement of winning some real cash.

Some companies have even chosen to provide special bonuses to mobile users. This encourages them to use the platform.  Companies today are investing a lot of money to make sure their mobile games are as good as they can be. So, it makes sense that they’d provide users with some extra incentive to play.

In summary, the mobile platform provides users with some important benefits. Better games, improved convenience and the chance to win no matter where they are or what they’re doing. It is without a doubt the quickest and easiest way to enjoy your favourite slots.

It also makes it easier to discover new, mobile-exclusive games. These can provide features that traditional slots can’t offer and will entice users. All these factors benefit the players. So, as a result, they have flocked to mobile slot games. And just like everything mobile, they have only risen in popularity as time has gone on.

Wireless carriers are confronting increased competition

Wireless carriers are confronting increased competition for device sales from third-party ecommerce sites, according to the J.D. Power 2019 U.S. Wireless Purchase Experience Full-Service Performance StudySM—Volume 2 and the J.D. Power 2019 U.S. Wireless Purchase Experience Non-Contract Performance StudySM—Volume 2.

Specifically, the percentage of device purchases made via carriers’ websites and overall level of customer satisfaction with those purchases has declined since the Volume 1 study, released in January 2019. Meanwhile, the total percentage of wireless purchases made via Amazon has increased by 3 percentage points during the same period, and customers who purchase via amazon.com are much more satisfied with their purchase experience than with their carrier website (884 vs. 851, on a 1,000-point scale).

“Wireless carriers have made meaningful investments in their digital channels, and while those investments are positively influencing customer care, there is still room for improvement when it comes to optimizing purchase experience,” said Ian Greenblatt, Managing Director at J.D. Power. “Carriers need to be positioned to satisfy their customers’ shopping preferences as the industry gets closer to 5G and the introduction of new phone models.”

Study Results

For full-service carriers, T-Mobile ranks highest with a score of 864. Verizon Wireless (837) ranks second and AT&T (836) ranks third.

For non-contract full-service carriers, Cricket ranks highest with a score of 862. Metro by T-Mobile (851) ranks second and Boost Mobile (850) ranks third.

For non-contract value carriers, Consumer Cellular ranks highest with a score of 876. TracFone (834) ranks second and Straight Talk (832) ranks third.

Now in the 16th year of publication, the U.S. Wireless Purchase Experience Full-Service Performance Study and U.S. Wireless Purchase Experience Non-Contract Performance Study evaluate the wireless purchase experience of customers who use any one of three purchase channels: phone calls with sales representatives; visits to a retail wireless store; or online/website. Overall purchase experience satisfaction with both full-service and non-contract carriers is measured in six factors (in order of importance): store sales representative; website; phone sales representative; offerings and promotions; store facility; and cost of service. The studies were fielded from January through June 2019.

WaiverSign Takes on College Sports Championships

The game was on. The jury was out. This was the real thing. This type of volume had been simulated, but this was now the real world.

Would the newly launched online waiver software, WaiverSign, handle the volume of upwards of 4,000 sports fans signing digital liability waivers almost simultaneously?

Yes! It would. By the end of the weekend, more than 50,000 participants had signed a digital waiver using either the onsite kiosks provided, or via their personal Android or iOS devices.

“WaiverSign is proud to announce the small part they played in the excitement that surrounded the men’s college basketball championships in Minneapolis, Minnesota, earlier this spring,” said Chip Broyles, WaiverSign VP of Business Development and Operations. He was onsite in Minneapolis and monitoring the action.

At one point on the Saturday of the two semi-final games, 4,000 guests signed waivers within 15 minutes. WaiverSign development teams were prepared for the high volume and were standing by at a moment’s notice to react to changing needs if necessary.

“I must admit, at any given time, there can be hundreds, if not thousands of participants going through WaiverSign processes with any number of businesses somewhere in the country. But this was admittedly the first time we had a single client processing that kind of volume all at one time. It was exciting, and a bit nerve racking. But I needn’t have worried. The whole event was a huge success,” Broyles concluded.

In March college hoops fans from around the country descended on US Bank Stadium to cheer on the Michigan State Spartans, Texas Tech Raiders, Auburn Tigers, and the Virginia Cavaliers. Throughout the championship weekend, fan-centered events were held at the Minneapolis Convention Center, about a mile and a half away from the tournament.

Spectators at sporting events don’t always have to sign waivers. In this case, free for all who had a ticket to the big games, or just $10 per person otherwise, the festival activities included scores of interactive events designed to get people hands-on experience with college sports. From batting cages to augmented reality basketball skills, these events excite the public and get everyone geared up for the big games.

“Those who wanted to join in the fun were asked to sign waivers. That’s where WaiverSign came in,” explained Broyles.

Prior to participation in any of the hands-on activities, a Release of Liability waiver must be signed on behalf of each participant. A representative with the company in charge of the activities explained: “We had previously used another white-label waiver signing solution to process participants at the fan events we sponsor throughout the year. We ended up looking for a new vendor that could provide additional functionality, as well as one that fit our budget appropriately. WaiverSign became the obvious choice for us rather quickly.”

“These events are quite popular, as it’s a family friendly environment full of exciting hands-on activities, sponsored giveaways, games and events,” he continues. “Celebrities from the world of college and professional basketball and broadcast sports show up on site for everything from 3-on-3 match-ups to autograph signing and handshaking. Kids as well as adults love it!”

“We’re pleased that the professional sports industry is now enjoying the benefits of presenting waivers digitally rather than on paper,” said Broyles. The benefits of going digital include immediate document retrieval, redundant and secure storage opportunities plus increased document integrity. Digital signature collection also means that companies can gather much more usable data simply because that data is readily accessible and typed and legible — not hand-written.

Using any web-enabled mobile device, parents or legal guardians can immediately sign digital waivers in English or Spanish for their children engaging in youth activities. An Event Management feature communicates to the event organizer and provides easy access to a printable list of names for managing event participants. It can identify and locate groups of people who signed a particular waiver or set of waivers for a certain activity on a specific day.

Lawyers like the fact that through a digital program people have access to documents they can read carefully and sign before they arrive at an activity destination so there’s no last-minute signing situation. The signed document is also delivered with the signer’s email address. The old paper waivers didn’t do that.

“WaiverSign offers a clean, solid product that customers appreciate when comparing other options. Add in simple, straight-forward pricing, mix that with a support team that works directly one-on-one with customers. You have a recipe designed to grow WaiverSign’s client base at a pace we’ve not seen in years past,” Broyles adds. “We fully expect this growth trend to continue. It’s been a wonderful couple of years.”

About WaiverSign

Founded in 2013, WaiverSign offers one of the most efficient, easy-to-use digital liability waivers and electronic liability release solutions available in today’s marketplace. An API (Application Programming Interface) allows other reservation and customer relationship databases to push and pull customer data directly to and from WaiverSign. This provides a simple and fool-proof way for collecting customer information in whatever reservation system being used. For more information, visit http://www.waiversign.com/ or call 877.741.7705.

About Resmark Systems

The premier marketing and reservation software platform for tour operators in the adventure travel industry was founded in 2005 in Salt Lake City, Utah. Resmark Systems offers comprehensive tour operator software created by tour operators with multiple years of experience.  Resmark Systems software is designed to manage all functions of the tour operator business from online reservations and marketing to finances and accounting.  Resmark provides proven cost savings, comprehensive tracking and reporting and unparalleled lead conversion.  For more information, visit http://www.resmarksystems.com/ or call 888.RESMARK (737.6275).