HomeEsportsWill The Finals Find Success in India?

Related Posts

Will The Finals Find Success in India?

Mastercard Partners with Esports World Cup

The Esports World Cup Foundation (EWCF) announced Mastercard as an official partner for this year’s Esports World Cup (EWC) in Riyadh, Saudi Arabia. Mastercard’s involvement aims to enhance the festival experience with seamless digital payments and the chance for attendees to win prizes. A dedicated Mastercard booth will feature activations and meet-and-greets with Saudi esports stars. 

EA Expands Monetization in EA Sports FC 25 with New Premium Tier

Electronic Arts is adding a new Premium Tier of in-game rewards to EA Sports FC 25, expanding monetization efforts for its flagship football series. , which complements the existing free rewards, offers additional card packs, players, and cosmetics that can be unlocked through in-game challenges. Players can access these premium rewards using Ultimate Team coins or FC Points, the latter purchasable with real money. Ultimate Team design director Richard Waltz stated that paid tier rewards can also be earned for free. EA Sports FC 25 launches on September 27, amid ongoing scrutiny over EA’s monetization practices, which have previously led to legal disputes in Belgium and Austria concerning the use of randomized card packs.

Valve’s Employment Figures Revealed Amid Antitrust Lawsuit Against Steam

New details about Valve’s structure and employment practices have surfaced as part of an antitrust lawsuit against Steam. Despite redactions in Wolfire’s lawsuit, accessible data revealing Valve’s employee numbers, pay, and financial metrics from 2009 to 2021. In 2015, Valve’s Steam operations employed 142 people, shrinking to 79 by 2021, despite nearly 10,000 games launching on Steam that year. By 2021, Valve’s total headcount was 336, down from a peak of 371 in 2016. Valve, generating approximately $6.5 billion annually, employs far fewer staff compared to EA’s 13,000 employees, with its payroll remaining flat at around $425 million to $450 million annually.

Ubisoft Reports Strong Q1 Performance Driven by GaaS

Ubisoft reported a strong start to its financial year, driven by a 15% growth in session days across consoles and PC, largely from games-as-a-service (GaaS). Key highlights include XDefiant reaching 10 million players and Rainbow Six Siege’s robust performance. Monthly active users rose 7% year-on-year to 38 million. The quarter saw a 24.6% increase in player recurring investment to €158.7 million, boosted by Assassin’s Creed Shadows pre-orders and The Crew Motorfest’s engagement. Sales for Q1 reached €323.5 million, up 12%, with net bookings at €290.0 million. CEO Yves Guillemot highlighted solid performance and a strong pipeline for future releases.

Latest Posts