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110°

Android Mobile Sales Chart - October 2009

FADE LLC presents sales estimates for the Android mobile gaming platform for October. Highlights include top 10 games by revenue, data on the 53% increase in revenue from the month prior and more.

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news.vgchartz.com
Braineater24486072d ago

It's amazing how much larger the Apple AppStore is...and it's only 2 devices.

Braineater24486072d ago

Actually I think between the iPhone and iPod Touch, there are 50 million devices. iPhone alone had sold 33 million + wordwide.

bmw696072d ago

Well ok sure - even more then! Android phones are probably less than one million worldwide

ktchong6072d ago (Edited 6072d ago )

Just like Windows PC overtook Mac.

Because Android, like Windows PC, is a much more "free" environment for developers and users. i.e., I can't freely customize and personalize the hardware for a Mac, but I can for a PC.

FPShooter6072d ago

I love Android. I'm posting this comment from my G1. The updates are great and I hope it continues in a positive direction.

Braineater24486072d ago

Sucks you won't get Android 2.0 . Im not trying to insult, I really do feel bad for you.

50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
Cockney64d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
lodossrage65d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman65d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb64d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.