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Game guides, gaming history & industry insights.

When Adobe finally killed Flash in December 2020, most of the internet treated it as a funeral nobody attended. The actual mourners were a strange mix: animation studios, a handful of ad agencies stil

Going viral is supposed to be the good outcome. For an ad-monetized HTML5 portal, the first 48 hours of a genuine viral spike often look much closer to an operational emergency than a celebration, and

The easy version of this story writes itself: a petrostate with deep pockets decides gaming looks profitable, buys some equity stakes, collects a press cycle's worth of headlines, moves on. That frami

There's a conversation that's been happening in gaming industry circles for the past year or so, mostly in podcast and newsletter form rather than splashy headlines, about a content category that didn

Most "how to win at Ludo" content online amounts to vague advice like "be patient" or "don't take risks," none of which actually explains anything, because the real answer to almost every decision in

Mobile gaming market reports over the past couple of years have repeatedly flagged a cluster of Eastern European and Central Asian markets posting download and engagement growth well above global aver

Five takes on where AI-generated creative in gaming actually stands right now, not where the hype cycle wants it to stand.

Most people learn pool the same way: someone shows them how to hold a cue, explains that you have to pot your group of balls before the eight, and then leaves them to figure out the rest by trial and

"The next billion users" is one of those phrases that has been recycled so many times across so many tech sectors that it's stopped meaning much of anything specific. It gets attached to India, to Ind

For most of the last fifteen years, the 30% cut Apple and Google take on app store transactions has been treated as a fixed cost of doing business, the way a retail tenant treats rent — annoying, occa