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Games Intelligence Service

As leading provider of information and analysis on the global interactive leisure software and marketplace, IHS has launched a service to provide clients with up-to-date and reliable market data.

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Tencent buys stake in CJ Games, chooses import over export

Chinese online gaming company Tencent is to acquire a 28 percent stake in CJ Games, a subsidiary of CJ E&M, for $500m. The South Korean company confirmed that this investment enables Tencent to become its third largest shareholder. CJ Games is known for its portfolio of mobile games, and game distribution platform Netmarble.

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Disney spends big to acquire MCN Maker Studios

Walt Disney Company has agreed to buy YouTube channel network Maker Studios for $500 million.

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Service announcement: Games Intelligence forecast data extended to 2018

This is a games intelligence service update to inform clients that our data has been extended to 2018.

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Sony’s Morpheus headset helps bring the virtual closer to reality

Sony has announced Project Morpheus, a virtual-reality headset system for PlayStation 4. Compatible with the DualShock 4 joypad, its functionality will encompass usage of the PlayStation Eye camera, which can track the light-emitting elements the DS 4 controller and the Move wand. Presented with a pair of game demos at the Game Developer’s Conference in San Francisco last week, Sony emphasized the experimental nature the headset. Its price, release date and key titles are yet to be detailed.

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PC Social Network Games in 2013: Surprising Resilience of Facebook Games Delays The Inevitable

Latest research from IHS into the PC social network games markets shows a slight increase in worldwide value in 2013, as the PC-based opportunity holds its ground against the aggressive switch of Facebook users to mobile devices. We now expect 2013 to represent the peak for the PC-based social network games sector with a value of $3.6bn and forecast a moderate decline to $3.3bn by 2018.

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Flush with the success of Candy Crush Saga, King files for IPO

Game operator King has filed for its initial public offering (NYSE, ticker ‘KING’). The past year has seen the company achieve ski-ramp growth across both Facebook and mobile, its monthly active userbase (MAUs) increasing from 67m to 408m, between Q4 2012 and Q4 2013. For that year, it posted profits of $568m on $1.88bn in revenue. Its key title, Candy Crush Saga, attracts 93m daily active users and generates 78% of revenue. Its IPO will consist of 22.2m shares, priced between $21 and $24, potentially valuing King at an upper bound of over $7bn.

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Forecast update: PC Social Network Gaming forecasts reviewed and extended to 2018

We’ve published the latest update to our PC Social Network Gaming market coverage. The key adjustment is the forecast’s shift from that of gradual growth, to that of gradual decline, from 2014 through to 2018.

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OnLive Pivots To Utility Offer For PC Gamers and PC Game Distributors

Today's news that OnLive is repositioning itself as a companion on-demand service to PC gamers ends an almost two year process, since its 2012 collapse, of resetting the business and starting from scratch commercially. CloudLift is OnLive's subscription offer to take consumers' existing PC game libraries into the cloud and to offer these games on-demand to a range of platforms. OnLive Go is the company's white label B2B on-demand enabling solution, which is intended to support a range of needs including instant-play for individual online games services with large client downloads and on-demand solutions for PC download retailers.

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Forecast update: PS3 and Xbox 360 2015 to 2017 software forecast adjustments

After a review of the longer-term retail software sales from legacy platforms PlayStation 3 and Xbox 360, we have reduced forecasts for 2015 to 2017 for PAL sales territories and USA.

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Consumers spend $57bn on Digital Games, Movies, and Apps - IHS & App Annie Digital Content Report

IHS Technology is partnering with app industry analytics specialists App Annie to produce a report analysing trends in the digital games, movies, music, and apps industries globally and in seven key countries: USA, UK, Japan, South Korea, Japan, Russia, France and Germany. Overall digital games, movies, and app spend was up 30% in 2013 reaching $57bn globally.

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