Farmville maker’s new social gaming studio Unoh will lead the company’s mobile efforts in Japan.
Sales also down year-over-year at the California-based mobile game publisher.
Sales of the French publisher’s iPhone and iPad products jumped 113 per cent during the three month period.
Ambitious portable reportedly shares characteristics of handheld game systems, e-book readers and netbook computers.
Mobile publisher’s financial results better than expected, but it “remains in a precarious position”, says Signal Hill analyst Todd Greenwald.
Why Xbox Live has the potential to help make Microsoft's Windows Phone 7 a worthy competitor to iPhone.
Apple platforms accounted for 21 per cent of the publisher’s sales during the first three months of 2010.
Web giant rumoured to have paid up to $25 million for Israeli iPhone and Android developer.
The first pictures and details of what appears to be Apple’s iPhone 4G have leaked on the internet.
ComScore says the market has declined over the past year, but that heavy mobile gaming on smartphones means it’s poised for a turnaround.
Publisher is supporting the Modern Warfare studio’s rebuilding process, but says it doesn’t “want to tamper” with the existing culture.
Entertainment Software Association study finds that the US games industry directly employs more than 32,000.
Three of the top five game operators in Korea grew their revenues more than 50 per cent in 2009, according to a new report from Pearl Research.
Can Crytek balance the freedom of an open world game with the intensity of a linear shooter, or are the two mutually exclusive?
After twelve years, Blizzard’s heading back into space - but are newcomers welcome?
The creator of Devil's Third talks to us about working with western publishers and what he can bring to thirdperson shooters.
Chris Dahlen wonders why, in an industry so proficient at building worlds, we don't have a better understanding of the alternative realities we inhabit.
N'Gai Croal looks back to his school days and considers what developers could learn from their own when it comes to tutorial levels.
Game stories are rarely as good as those found in films, so why, asks Randy Smith, do developers insist on stretching them over 12 hours?