Video games
fromKotaku
12 hours agoPeak Devs Call Out Entitled Gamers Who Want Endless Free Updates
Endless support for games is not guaranteed; updates are considered a bonus, not a right.
Leonid Radvinsky's death leaves a void in the leadership of OnlyFans, a platform that has transformed the adult content landscape. His secretive management style and the controversies surrounding the site have raised questions about its future direction and stability.
Any operator, or their associated entities, who is or has been operating an unregulated lottery scheme in Alberta must submit a completed application and pay all applicable registration fees to AGLC no later than July 13, 2026.
The UK digital entertainment sector hit £13.5 billion in revenue in 2025, reflecting a 7.1% year-over-year growth, significantly outpacing the general economy's growth rate of 1.3%.
The Esports Foundation Club Partner Program reaches fans globally and changes the way they experience esports. Over the past editions, it has created a platform for Clubs to strengthen their brands and engage with audiences.
"We want to make the Graham Norton of video games," says Kirsty Rigden, the chief executive of Brighton-based FuturLab, which makes PowerWash Simulator. Aspiring to emulate a talkshow host who has a reputation for being affable rather than for setting pulses racing is perhaps an unusual ambition for a gaming studio.
Modern gaming platforms no longer win purely on content libraries, bonuses, or marketing spend. Competitive advantage is increasingly determined by the quality of the underlying technology stack, particularly payment infrastructure. This article examines how payment systems have evolved into a decisive moat for gaming operators, driven by massive investment, API-led architecture, advanced security engineering, cloud scalability, and the measurable financial cost of legacy platforms. Each section below explores a distinct technical pillar shaping competitive outcomes across the modern gaming ecosystem.
The VanEck Video Gaming and eSports ETF ( NYSEARCA:ESPO) offers pure exposure to an industry defying traditional entertainment economics. With $405 million in assets and a 0.56% expense ratio, ESPO delivered 28% returns over the past year, outpacing the S&P 500 by nearly 11 percentage points. The fund holds 28 gaming companies, led by Tencent Holdings ( NASDAQ:TCEHY) at 8.1%, Nintendo ( NASDAQ:NTDOY) at 7.6%, and NetEase ( NASDAQ:NTES) at 7.4%. Recent trading shows the ETF consolidating around $105 after hitting $111 in November 2025.
Steam's chart was designed to communicate that more games than ever are seeing revenue of over $100,000 per year. This, were it so clear cut, would be splendid news. According to the chart, in 2020 just 3,000 games "earned" $100k, but by 2025 that number had reached 5,863. Let's call it 6,000 for ease. That means twice as many games are hitting this figure compared to five years ago.
The real world price of impulse-buying Fortnite skins is going up, Epic has announced. Not because skins themselves are getting more expensive on paper, but because V-Bucks, Fortnite's digital currency, is. The same prices you paid for bundles of V-Bucks in February will now effectively earn you fewer bucks starting on March 19, along with several other Fortnite-related pricing changes.
30 years ago chronicled a generational conflict between an old-timey pull-string doll and a fancy new one with buttons. The two toys learned to get along. This week a trailer for showing both toys enacting a against tablets. While I agree on the potential detriments of excessive screen-time, it is telling how the creators and intended audience now identify less with the kid playing with toys and more with the adult who just spent all of dinner hearing about ' butlerian jihad looksmaxxing.'