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Potential Revenues for Global Video Game Industry Expected to Climb as New Mobile Gaming Apps & Collaborations Are Introduced to Consumers
[May 13, 2015]

Potential Revenues for Global Video Game Industry Expected to Climb as New Mobile Gaming Apps & Collaborations Are Introduced to Consumers


CORAL SPRINGS, Florida, May 13, 2015 /PRNewswire/ --

Digital gaming revenues continue to challenge revenues from sales of physical products as mobile gaming apps and online digital games continue to grow rapidly in popularity worldwide.  Interactive entertainment and the emerging video game, online game and mobile game markets continue to race to introduce new products to consumers.  Gaming Companies in focus today are:  Tapinator, Inc. (OTC: TAPM), Activision Blizzard Inc. (NASDAQ: ATVI), Glu Mobile Inc. (NASDAQ: GLUU), Take-Two Interactive Software, Inc's (NASDAQ: TTWO) and Zynga Inc. (NASDAQ: ZNGA)

Mobile gaming leader, Tapinator, Inc. (OTC: TAPM), announces its second collaboration with mobile game marketing and licensing startup HyperPower Game Group, the Deadliest Catch: Seas of Fury™ Mobile Game. Developed in conjunction with Discovery Channel, the highly competitive, free-to-play iOS, Android and Kindle mobile game is intended to take fans deep inside a turbulent and dangerous Alaskan crabbing season. Through more than 20 levels of consecutive difficulty, the game will ask superfans and new viewers alike to hook buoys, raise pots and protect their hauls of rare Alaskan crab. "Deadliest Catch fans are among our most passionate fans, and we always seek new ways to engage them further in our programming," said Conal Byrne, SVP of Digital Media, Discovery Communications (NASDAQ:DISCA). "Collaborating with HyperPower Game Group and Tapinator enables us to offer a new, fully immersive second-screen experience that enables fans to head out to sea even after the season has concluded."

Read the full TAPM press release at http://www.financialnewsmedia.com/profiles/tapm.html

The Deadliest Catch: Seas of Fury Mobile Game will introduce a two-phased gameplay dynamic, which begins with players in the role of a deckhand onboard one of six recognizable boats from the show, like the Northwestern and Cornelia Marie. After successfully hooking a buoy, the game will take players down to the ocean floor, where they must navigate each level's haul of crabs, protecting lines and pots from impending obstacles and enemies. A robust marketplace will allow players to upgrade equipment, obtain crabbing licenses and customize their gameplay experience. Custom pixel art and animation emphasizes the uniquely harrowing and dramatic weather conditions, as well as the rare and beautiful sea-life, inherent to the Bering Sea.  This is the second collaboration between Discovery Channel, HyperPower Game Group and Tapinator, which previously developed and released SkyBalance by Nik Wallenda™ in support of Discovery's global Skyscraper Live event in November 2014. Tapinator, which developed the game under the creative direction of HyperPower Game Group, now leverages its existing network of over 60 million mobile gamers to fuel a strategic user acquisition campaign designed to rally and grow the existing Deadliest Catch fan base. This is the fourth release from HyperPower Game Group, which secured the Deadliest Catch license from Discovery.

In other gaming news & happenings in the digital/mobile application sector:  Activision Blizzard (NASDAQ: ATVI)-maker of the Destiny and Call of Duty video games-raised its revenue and EPS (earnings per share) guidance for fiscal 2015. Now, it expects fiscal 2015 revenue and EPS of $4.43 billion and $1.20, respectively-compared to the earlier guidance of $4.40 billion and $1.15, respectively. The main reason behind the increased guidance was the growth in digital revenue. Now, it accounts for 45% of Activiion Blizzard's overall revenue. As we discussed previously in this series, growth in the digital segment provided a boost to Electronic Arts' growth in 4Q15 and fiscal 2015.  Read the full article at http://finance.yahoo.com/news/electronic-arts-posts-record-growth-150521608.html



Glu Mobile Inc. (NASDAQ: GLUU), a leading global developer and publisher of free-to-play games for smartphone and tablet devices, announced that on May 11, 2015, its Compensation Committee awarded restricted stock units covering an aggregate of 41,600 shares of Glu's common stock to 13 newly hired employees pursuant to Glu's 2008 Equity Inducement Plan. Each of the restricted stock unit awards vests on a four-year schedule - 25% of the underlying shares will vest on May 15, 2016, with the remaining 75% of the underlying shares vesting in equal quarterly installments over the next three years on the same day of each third month (e.g., the next quarterly vesting date will be August 15, 2016, then November 15, 2016, etc.).

Take-Two Interactive Software, Inc's (NASDAQ: TTWO) label 2K, announced back in April the first simulation-based WWE video game for mobile platforms, WWE® 2K, is available now for download on iOS and Android devices. Available at a price point of $7.99, WWE 2K offers authentic WWE gameplay in a mobile format through inspiration from several popular gameplay elements and modes from the WWE 2K flagship WWE video game franchise available on consoles.  WWE 2K for mobile devices includes a playable roster of WWE Superstars and Legends, including Hulk Hogan®, John Cena®, Sting®, Triple H®, Undertaker®, Daniel Bryan®, Roman Reigns™, Seth Rollins™, Dean Ambrose™ and Bray Wyatt™. Players will experience authentic WWE action, including multiple match types, full WWE Superstar ring entrances and comprehensive move sets. In addition, they will access modes inspired by the flagship WWE 2K franchise on consoles, including Create-a-Superstar and Career Mode, as well as live multiplayer matches and unlockable rewards.


Zynga (NASDAQ: ZNGA), maker of social media games FarmVille, Zynga Casino, and Words With Friends, announced its fiscal 1Q15 results. The stock got a major boost not long after the release.  In 1Q15, Zynga's non-GAAP (generally accepted accounting principles) revenues of $183.3 million beat consensus estimates by $35.6 million. As far as non-GAAP EPS (earnings per share) goes, Zynga posted a 1 cent loss per share, beating analyst estimates of a 2 cents per share loss.  Read the full article at http://finance.yahoo.com/news/zynga-beats-analyst-expectations-1q15-201639167.html

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