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Take-Two and Zynga to Combine, Bringing Together Best-in-Class Intellectual Properties and a Market-Leading, Diversified Mobile Publishing Platform, to Enhance Positioning as a Global Leader in Interactive Entertainment

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Zynga Announces Publishing Leadership Update

 

Take-Two Interactive and Zynga, two leaders in interactive and mobile entertainment, today announced that they have entered into a definitive agreement, under which Take-Two will acquire all of the outstanding shares of Zynga in a cash and stock transaction valued at $9.861 per Zynga share, based on the market close as of January 7, 2022, with a total enterprise value of approximately $12.7 billion. Under the terms and subject to the conditions of the agreement, Zynga stockholders will receive $3.50 in cash and $6.361 in shares of Take-Two common stock for each share of Zynga common stock outstanding at the closing of the transaction. The purchase price represents a premium of 64% to Zynga’s closing share price on January 7, 2022.

This transformative combination unifies two global leaders in the interactive entertainment business and establishes Take-Two as one of the largest and most diversified mobile game publishers in the industry, with $6.1 billion in pro-forma Net Bookings for the trailing twelve-month period ended September 30, 2021.

Both companies have created and expanded iconic franchises, which will combine to form one of the largest and most diverse portfolios of intellectual properties in the sector. Take-Two’s labels are home to some of the most beloved series in the world, including Grand Theft Auto®, Red Dead Redemption®, Midnight Club®, NBA 2K®, BioShock®, Borderlands®, Civilization®Mafia®, and Kerbal Space Program®, while Zynga’s portfolio includes renowned titles, such as CSR Racing™, Empires & Puzzles™, FarmVille™, Golf Rival™, Hair Challenge™, Harry Potter: Puzzles & Spells™, High Heels! ™, Merge Dragons!™, Toon Blast™, Toy Blast™, Words With Friends™, and Zynga Poker™.

Management Comments

“We are thrilled to announce our transformative transaction with Zynga, which significantly diversifies our business and establishes our leadership position in mobile, the fastest growing segment of the interactive entertainment industry,” said Strauss Zelnick, Chairman and CEO of Take-Two. “This strategic combination brings together our best-in-class console and PC franchises, with a market-leading, diversified mobile publishing platform that has a rich history of innovation and creativity. Zynga also has a highly talented and deeply experienced team, and we look forward to welcoming them into the Take-Two family in the coming months. As we combine our complementary businesses and operate at a much larger scale, we believe that we will deliver significant value to both sets of stockholders, including $100 million of annual cost synergies within the first two years post-closing and at least $500 million of annual Net Bookings opportunities over time.”

“Combining Zynga’s expertise in mobile and next-generation platforms with Take-Two’s best-in-class capabilities and intellectual property will enable us to further advance our mission to connect the world through games while achieving significant growth and synergies together,” said Frank Gibeau, CEO of Zynga. “I am proud of our team’s hard work to deliver a strong finish to 2021, with one of the best performances in Zynga’s history. We are incredibly excited to have found a partner in Take-Two that shares our commitment to investing in our players, amplifying our creative culture, and generating more value for stockholders. With this transformative transaction, we begin a new journey which will allow us to create even better games, reach larger audiences and achieve significant growth as a leader in the next era of gaming.”

Strategic Rationale and Stockholder Value Creation

With Zynga’s stockholders receiving approximately 64.5%1 of the transaction consideration in Take-Two stock, both groups of stockholders will benefit from the combined company’s greater scale, enhanced financial profile, and the synergies created through the transaction.

Combined company is well-positioned to capitalize on the interactive entertainment industry’s strong tailwinds, including a leadership position in mobile. The video game sector has experienced rapid growth over the last few years and is now the largest vertical in the entertainment industry2. Mobile gaming is the fastest growing segment within the industry, with an estimated $136 billion2 in gross bookings in 2021, and an expected compound annual growth rate of 8%2 over the next three years. The transaction is expected to establish Take-Two as a leader in mobile gaming, with mobile expected to comprise over 50% of its Net Bookings in Fiscal Year 2023 (as compared to an estimated 12% in Fiscal Year 2022). The transaction will bolster Take-Two’s mobile offerings, which include popular games such as Dragon City, Monster Legends, Top ElevenTwo Dots, and WWE SuperCard, and consist of a diverse array of titles that focus on many of the most popular genres in mobile gaming, including casual, hyper-casual, lifestyle, mid-core, puzzle, social casino and sports games.

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Formation of an industry-leading portfolio, comprising Take-Two’s best-in-class intellectual properties and Zynga’s renowned mobile titles. The transaction will create a powerful and diverse portfolio of industry-leading titles that span key platforms and genres across interactive entertainment, developed by some of the most creative and forward-thinking talent within the industry. By sharing best practices and key data insights across the enterprise, the Company is expected to benefit from significant development and publishing synergies, unlock new revenue streams and reach new audiences around the world.

The combined entity has significantly greater scale, with $6.1 billion in Net Bookings, and $769 million3 in Adjusted Unrestricted Operating Cash Flow on a pro-forma basis for the trailing twelve-month period ended September 30, 2021. Looking ahead, the combined company is expected to deliver a 14%4 compound annual growth rate for Net Bookings (excluding the annual Net Bookings opportunities and any future acquisitions) over the three-year period from Take-Two’s Fiscal Years 2021 through 2024.

Addition of Zynga’s mobile titles will expand the Company’s base of Recurrent Consumer Spending (“RCS”). Through the addition of Zynga’s mobile business, particularly its diversified portfolio of live services and upcoming pipeline of new releases, Take-Two will increase its sources of RCS, a highly-attractive revenue stream that helps reduce volatility across reporting periods that has historically been driven by the cadence of Take-Two’s console and PC release slate.

Take-Two has also identified over $500 million of incremental annual Net Bookings opportunities to unlock over time, driven by:

Creation of new mobile games for many of the iconic franchises within Take-Two’s portfolio of intellectual property. Take-Two has an extensive catalog of commercially and critically successful console and PC titles with engaged and loyal communities of players, and there is a meaningful opportunity to create mobile games and new cross-platform experiences for many of these properties. Zynga’s nearly 3,000 employees include highly-talented mobile developers, paving the way for Take-Two to accelerate this strategic initiative and introduce its iconic intellectual properties across the fastest-growing platform in the industry.

Ability to optimize RCS by leveraging the collective knowledge across both companies. Both Take-Two and Zynga have extensive capabilities to engage players through live operations (“LiveOps”) and RCS initiatives. By combining resources and proven acumen, the teams at Take-Two and Zynga will deploy best-in-class practices throughout the organization to enhance and grow existing titles across the portfolio. Key opportunities include cross-marketing through a larger, shared customer database and improving game economies through more effective data analytics and machine learning models.

Other strategic benefits include the use of Zynga’s Chartboost advertising platform, which will improve new user acquisition through better audience targeting and optimize mobile advertising inventory to achieve greater yields; geographic expansion into growth markets across Asia, including India, and the Middle East, among other regions; and an enhanced focus on technological innovation and new business models that will utilize the collective knowledge of forward-thinking talent.

Take-Two expects approximately $100 million of annual cost synergies within the first two years after closing, primarily driven by the rationalization of duplicative overhead including corporate general and administrative expenses and public company costs, as well as the benefit of scale efficiencies across the enterprise.

The acquisition is structured to maintain a strong balance sheet, including significant annual cash generation. The combined company’s strategic and financial flexibility is expected to be greater than each company on a standalone basis, providing Take-Two with the financial resources to continue to invest in talent, development, and innovation, while also pursuing select inorganic growth opportunities.

Leadership

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At the close of the transaction, Strauss Zelnick will continue to serve as Chairman and CEO, and the management team of Take-Two will continue to lead the combined company. Zynga’s highly skilled and proven management team, led by Frank Gibeau and Zynga’s President of Publishing, Bernard Kim, will drive the strategic direction for Take-Two’s mobile efforts and will oversee the integration, and day-to-day operations of the combined Zynga and T2 Mobile Games business, which will operate under the Zynga brand as its own label within the Company. Additionally, Take-Two will expand its Board of Directors to 10 members upon the closing of the transaction to add two members from Zynga’s Board of Directors.

Terms of the Acquisition

Zynga stockholders will receive $3.50 in cash and $6.361 in shares of Take-Two common stock for each share of Zynga common stock outstanding at the closing. The transaction is valued at $9.861 per share of Zynga common stock based on the market closing as of January 7, 2022, implying an enterprise value of approximately $12.7 billion.

The transaction includes a collar mechanism on the equity consideration, so that if Take-Two’s 20-day volume weighted average price (“VWAP”) ending on the third trading day prior to closing is in a range from $156.50 to $181.88, the exchange ratio would be adjusted to deliver total consideration value of $9.86 per Zynga share (including $6.36 of equity value based on that VWAP and $3.50 in cash). If the VWAP exceeds the higher end of that range, the exchange ratio would be 0.0350 per share, and if the VWAP falls below the lower end of that range, the exchange ratio would be 0.0406 per share.

Within the collar range, the final number of Take-Two shares estimated to be issued on a fully diluted basis will range between approximately 50.3 million and 58.5 million shares. Upon closing of the transaction, current Take-Two stockholders will own between 67.2% and 70.4% and current Zynga stockholders are expected to own between 29.6% and 32.8% of the combined company on a fully diluted basis, respectively, including the shares associated with expected settlement of Zynga’s two outstanding series of convertible notes due 2024 and 2026.

As part of the transaction, Take-Two has received committed financing of $2.7 billion from J.P. Morgan and intends to fund the cash component of the transaction through a combination of cash from its balance sheet as well as proceeds of new debt issuance.

The merger agreement provides for a “go-shop” provision under which Zynga and its Board of Directors may actively solicit, receive, evaluate, and potentially enter negotiations with parties that offer alternative proposals during a 45-day period following the execution date of the definitive agreement, expiring on February 24, 2022. There can be no assurance this process will result in a superior proposal. Zynga does not intend to disclose developments about this process unless and until its Board of Directors has made a decision with respect to any potential superior proposal.

1Within a 7.5% symmetrical collar based on a Take-Two share price of $169.19 as the midpoint.
Source: IDG Consulting.
3 Based on the trailing twelve-month period ended September 30, 2021. Combines Take-Two’s Adjusted Unrestricted Operating Cash Flow of $467 million and Zynga’s Operating Cash Flow of $302 million.
Due to different fiscal year ends, appropriate modifications were made to calculate information based on Take-Two’s fiscal year end.

Approvals and Close Timing

The transaction, which is expected to be completed during the first quarter of Take-Two’s Fiscal Year 2023, ending June 30, 2022, is subject to the approval of both Take-Two and Zynga stockholders and the satisfaction of customary closing conditions, including applicable regulatory approvals.

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The transaction has been unanimously approved by the Take-Two and Zynga Boards of Directors. Moreover, each director and executive officer of Take-Two and Zynga have entered into voting agreements to support the transaction.

Gaming

Limited Run Games Achieves the Impossible: Announcing Pre-Orders for Standard and Collector Editions of DOOM(™) on the Super Nintendo™ Entertainment System!

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Limited Run Games, a premium publisher of physical and digital games, announced today the opening of pre-orders for the long-awaited DOOM, arriving on physical cartridge for use with the Super Nintendo™ Entertainment System!

To celebrate this remarkable release, Limited Run Games are also pleased to announce the opening of pre-orders for the SNES™ compatible Rumble Tech Controller, bringing vibration technology to SNES games for the very first time!

In a move that only Limited Run Games could have the audacity to pull off, the impossible became real, partnering with Bethesda Softworks to introduce a remarkable special edition of the classic game, some 30 years after the original DOOM first debuted for the SNES™.

Headed up by legendary programming wizard Randal Linden, who first worked on DOOM for the SNES in 1995, this enhanced version is no mere re-release of the original. Determined to do justice to the iconic shooter which birthed the modern FPS, this new version expands upon the original with a host of new features, ‘impossible’ graphical tricks and engineering dark magic that will leave 16-bit gamers breathless with excitement!

Created utilizing an all-new, custom-made board, designed specifically for this project, Limited Run Games’ version of DOOM for the Super Nintendo, greatly enhances performance which SNES enthusiasts will scarcely believe possible. Limited Run Games have fully restored the entire DOOM experience, featuring all four episodes of DOOM including ‘Thy Flesh Consumed,’ which was originally introduced in 1995 as part of the updated PC release ‘The Ultimate DOOM. There’s much more than that though, also included are levels that were missing from the original release due to technical limitations, with five new levels implemented including E1M6, E2M2, E2M5, E2M7 and E3M5, delivering a complete DOOM experience for the humble SNES for the very first time.

Limited Run Games ain’t done yet: In addition to the improved performance and restored levels, DOOM now proudly includes support for circle-strafe, monster re-spawning on Nightmare difficulty, an appearance by the dreaded translucent Spectre monster, full-motion video logos and so much more.

A release this special demands a new controller to take advantage of the enhanced features, and here, Limited Run Games have gone the extra mile. Pre-orders open on 7/11/25 for the SNES compatible Rumble Tech Controller (sold separately), an open-source gamepad which will feel familiar to fans of the original SNES controller but now comes complete with powerful dual vibration support! Naturally, this new version of DOOM includes rumble support, but Limited Run Games are showing love to the community, offering open-source support to developers and modders, allowing third parties to update their games to include rumble support or code new titles utilizing the feature!

Back to the game and players will take note of a new music player which has been included to relive the superb score of the game, high quality title and score-card screens added, and a Level Selection menu alongside a Level Code system, which allow gamers to tackle DOOM in the method of their choosing.

It’s DOOM that shouldn’t be possible, fusing old-school technology with state-of-the-art enhancements to deliver a thrilling new take on the iconic game.

Two versions of DOOM for the Super Nintendo Entertainment System will be available, with both open for pre-order on 7/11/25:

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Doom Standard Edition – Super Nintendo Entertainment System – $99.99 MSRP

 

  • Metallic Gunmetal Colored SNES Cart
  • Instruction Booklet
  • 12” x 16” Poster
  • Retro SNES Box

Doom Collector’s Edition – Super Nintendo Entertainment System- $174.99 MSRP

 

  • Exclusive Collector’s Edition SNES cartridge – Metallic-ink Gunmetal color with Blood Splatter print and Metal Plate Label
  • Premium Embossed Foil Box
  • Instruction Booklet
  • 12” x 16” Poster
  • Individually Numbered Certificate of Authenticity
  • Limited to 666 copies

Pre-orders for Doom on the Super Nintendo Entertainment System go live on 7/11/25, but be quick, pre-orders close on 8/10/25. Visit Limited Run Games for more information.

The Limited Run Games SNES compatible Rumble Tech Controller will retail for an MSRP of $34.99 and will be open for pre-order on 7/11/25.

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Gaming

The Only Tremor That Mattered: Indie Creativity Shook the Room The Very Big Indie Pitch!

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The Very Big Indie Pitch (VBIP), a high-energy, speed-dating-style pitching competition held alongside Pocket Gamer Connects, returned to San Francisco for its second post-COVID edition. Developers had just five minutes to impress a room full of expert judges with their games: Refining their pitches and gaining invaluable feedback. But the biggest shock of the day wasn’t the earthquake that rattled the venue, but the sheer creativity and innovation on display from a diverse group of indie developers.

With over 100 entries spanning open-world adventures, fast-paced arcade games, and competitive multiplayer battlers, this year’s submissions covered an astonishing range of genres. The winners stood out for their bold, fresh takes on gaming:

  • The first place went to Hawk Shaw: Private Eye by Exit 73 Game with its point-and-click adventure game with unique artwork inspired by Pink Panther. The judges praised the well organised pitch and stylized pitch deck.

  • In second place came Purrfect Employee by Second Way Studios for its unique VR game concept where players act as a cat trying to cause chaos in an office while not losing one’s job. The joyful concept really impressed the judges.

  • In third place was Blocks for Babies by BunkSoft Interactive LLC a merge of Tetris and Doom made for a new and completely different mash-up of two classic games, proving that indie games continue to push boundaries.

 

The judges also praised NAME OF THE WILL for its stunning Hong Kong-style artwork and unique story as well as Detective Dotson. A unique storyline about a detective who wants to be a Bollywood star.

“The Very Big Indie Pitch had a fantastic showing this year!” Said Jupiter Hadley, The Big Indie Pitch lead and Staff Writer. “There were so many indie games, all taking the time to pitch their projects and see what our judges said. In the deliberation, the judges spent a lot of time giving positive feedback and commented on how strong this year’s showing was.”

The winning teams earned press packages, expert feedback from judges across PR, journalism, publishing, marketing, and live ops, and valuable industry recognition; giving their games a powerful visibility boost.

 “One of the things I liked best about the VBIP is it was a chance to “battle test” our deck,” said winner Greg Lane, Exit 37 Games.  “If you’re emailing it out to people, you never truly know if your deck is telling the story you intend. It was very exciting to have an event where you got to the heart of what the game is and could explain it in person.”

This year’s Very Big Indy Pitch combined Console, PC, Mobile and rare VR entries, showcasing the vibrant diversity of indie development. The earthquake may have been a fleeting surprise, but the aftershocks of creativity will be felt for a long time.

Steel Media and Big Indy Pitch are already gearing up to deliver even more developers and experts next time for even more insight and excitement.

“We loved doing the Very Big Indie Pitch! Not only was it a great challenge to pare down our pitch to the essentials, it also helped us prepare for a week of quick introductions and elevator pitches.” said Noah Ritz, BunkSoft Interactive LLC

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XSOLLA INTRODUCES INNOVATIVE GAME COMMERCE SOLUTIONS AT GDC 2025

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Xsolla, a leading global video game commerce company, announces its participation at the Game Developers Conference (GDC) 2025, taking place from March 17–21 at the Moscone Center in San Francisco, CA. Xsolla will showcase new and enhanced solutions designed to help developers fund, market, launch, and monetize their games effectively as part of its We Bring Opportunities Together initiative.

“At Xsolla, we’re focused on breaking down the barriers that prevent developers from transforming their ideas into successful businesses,” said Chris Hewish, Chief Strategy Officer at Xsolla. “GDC is a key opportunity to connect with game creators and demonstrate how our solutions streamline game commerce, from launching a game to entering new markets and driving revenue growth.”

Xsolla will highlight advancements across its platform, including enhancements to the industry-leading Web Shop, Cloud Gaming, MENA Payment Solutions, and the launch of new revenue-driving tools.

XSOLLA’S LATEST GAME COMMERCE SOLUTIONS

Xsolla’s latest updates and new solutions address the evolving needs of developers worldwide, enhancing game monetization and player engagement.

  • Xsolla Web Shop – With over 500+ Web Shops launched, generating incremental revenue for mobile game developers, Xsolla Web Shop has introduced new personalization and mobile accessibility features to improve the player purchasing experience. Developers can use real-time player behavior data to create dynamic, personalized promotions that increase conversion rates with the new features, including Progressive Web Apps (PWA), automated regional pricing, and a customizable loyalty program, creating the opportunity to increase Lifetime Value (LTV) by up to +30 percent.
  • Xsolla Cloud Gaming – Xsolla Cloud Gaming – Created and launched two new user acquisition tools for developers. First, the Play Before Your Buy feature allows players to stream time-limited game demos before key purchase or continue play in the cloud. Secondly, players can now play their PC game on a mobile browser using a virtual controller overlay for extended play on the go. These updates attract new types of users and enhance engagement while lowering hardware barriers to premium gaming experiences. ​ In addition, we have enhanced the backbone of the Xsolla Cloud Gaming offering with our latest integrated vendor partners – Amazon AWS and Tencent Cloud; partnering with Aethir on a new $1 million grant in cloud credits for developers.
  • MENA Payment Solutions – Expanded coverage in Egypt, Saudi Arabia, Iraq, Bahrain, and Jordan, with 11 new localized payment methods to improve accessibility for 380 million gamers, taking the total payment methods available for game developers globally to over +1,000.
  • Xsolla Publishing Suite – A direct-to-consumer (D2C) commerce solution giving developers greater control over game distribution, monetization, and marketing strategies. Developers can sell game keys, pre-orders, and in-game content with seamless web and in-game commerce integration with cross-platform purchasing support. This ensures seamless transactions between web stores and in-game purchases and built-in marketing and analytics tools to help developers optimize their sales funnels.
  • Xsolla Loyalty Program – Created a program to enable cashback rewards, cross-title loyalty programs, and tier-based incentives to drive repeat purchases and increase engagement with seamless integration with Xsolla Pay Station with no additional development.
  • Xsolla Offerwall – Delivers revenue-sharing opportunities and player experiences for monetization and advertising by allowing non-paying players to earn in-game rewards through advertiser-driven tasks. It supports CPI, CPA, and CPC models, offering developers up to 90% revenue share—well above the industry average. The platform also enhances security with SMS-based user authentication to prevent fraud and ensure a smooth experience for both players and developers.
  • Xsolla Gold Gift Card – Provides a flexible payment option for players who want to purchase or gift in-game content. Available in both physical and digital formats, enabling co-branded promotions and cross-platform redemption across multiple platforms, delivering seamless redemptions across mobile, PC, and console.
  • Xsolla Ecosystem – A curated marketplace of pre-validated partners, helping developers streamline vendor selection and reduce operational costs. Pre-integrated partners like G-Core, Game Analytics, Adikteev, and AppsFlyer provide trusted third-party services and seamless integration with Xsolla’s monetization, distribution, and payment solutions.
  • Xsolla Partner Network – Introducing advanced influencer marketing tools, making it easier for developers to collaborate with Twitch, YouTube, and TikTok content creators. AI-powered creator discovery, helping developers find the best influencers for their campaigns with built-in promo code and game key distribution tools, streamlining influencer partnerships and creator storefronts on Xsolla Mall, allowing influencers to sell digital game content directly to their audiences.

XSOLLA AT GDC 2025

Day Of The Devs 2025 Sponsored By Xsolla

Sunday, March 16 | 3:00 PM – 8:00 PM | The Midway, 900 Marin Street

Day of the Devs is a dedicated event celebrating independent game developers. It provides a unique opportunity in an inclusive space for indie developers to showcase their creative and innovative projects to a broader audience, which includes industry professionals, media, and gaming enthusiasts. Space is limited, so register here today! ​

Xsolla Booth at Moscone

Booth WL1-2 | Moscone West Lobby | Monday, March 17 – Friday, March 21

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Attendees may visit the Xsolla booth located in Moscone West 1st floor lobby. New look, same expert team. Stop by with your questions. Take advantage of today’s opportunities and maximize your game’s commerce efforts. Enjoy SWAG giveaways, product demos, a comfortable lounge space, and more. See you there!

Xsolla’s Open House

Monday, March 17 – Thursday, March 20 | 09:00 AM – 6:00 PM | Friday, March 21 ​ | 09:00 AM – 3:00 PM | The Howard – 661 Howard St.

Everyone is invited – no GDC badge is required! Please join Xsolla at our exclusive Open House all week, steps away, and immerse yourself in a relaxed setting to connect with industry leaders, explore innovative solutions, and learn about best practices with great companies. Enjoy hands-on product demos, insightful conversations, and a comfortable space to unwind – all while discovering new ways to maximize your gaming business.

Join Xsolla GDC Mixer

Monday, March 17 | 8:00 PM – 10:00 PM | The Howard, 661 Howard St. 

The Xsolla GDC Mixer in partnership with AppsFlyer, AWS, and Nazara Technologies is a fantastic opportunity to join the gaming community for a light snack and soft drinks, share your current work, and receive expert input. If you’re an indie developer or creator, hurry up and register! There are a limited number of invitations for this event. Invitees will be notified by email.

Xsolla Salons

Monday, March 17 – Thursday, March 20 | The Howard, 661 Howard St. 

Xsolla Salons with gaming experts will gather at The Howard for open, insightful conversations that move our industry forward.

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Xsolla Game Night

Tuesday, March 18 | 6:00 PM – 9:30 PM | Moscone South Esplanade rooms #154 & #156

An evening of classic table games like UNO™, Rock ‘Em Sock ‘Em ​ Robots™, and many more. Are you a soccer fan?? This year, we’re bringing Electronic Arts’ legendary EA FC 2025 for Playstation™, AND we’re introducing a pop quiz with a chance at prizes! Doors open at 6:00 PM, with light snacks and soft drinks to keep you powered up. Play with fellow game enthusiasts, meet great people, and socialize early ahead of GDC!

XSOLLA SPEAKING SESSIONS AT GDC 2025

The Industry: Where We Have Been & Where We Are Going

Tuesday, March 18 | 9:30 AM – 10:30 AM | Moscone West Room #2024

Chris Hewish explores the evolution of gaming, emerging trends, and the future for developers and publishers. The video game industry has evolved from niche entertainment to a global economic powerhouse fueled by rapid technological advancements, shifting player expectations, and new business models. In this session, we’ll look back at the key milestones that have shaped the industry—from the rise of digital distribution and free-to-play monetization to the emergence of cross-platform play and live-service gaming. Join Chris for a deep dive into the past, present, and future of gaming, with insights on how to navigate the industry’s next significant shifts.

The Scariest Threat In Mobile Gaming: Losing Control Of Your Players

Tuesday, March 18 | 10:50 AM – 11:50 AM | Moscone West Room #2024

Berkley Egenes and Josephine Friday discuss how Web Shops help developers regain control over sales, marketing, and player relationships. In mobile gaming, the biggest nightmare isn’t player churn or high UA costs—it’s losing control of your players. When you rely solely on third-party platforms, you give away valuable player data, sacrifice revenue to hefty platform fees, and limit your ability to engage your audience directly. The scariest part? You’re building someone else’s business instead of your own.

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Xsolla Pay – Powering Payments, P(l)ay By New Rules

Tuesday, March 18 | 1:20 PM – 1:50 PM | Moscone West Room #2024

Svante Westerberg from Xsolla and Rafael Morgan from Crazygames share how outdated payment models limit revenue and how Xsolla Pay enables global reach and seamless transactions. ​ In gaming, payments aren’t just about transactions—they shape the player experience. Yet, many developers are playing by outdated rules, losing revenue to high fees, limited payment options, and platform restrictions. But what if you could change the game? With new advancements in payment technology, developers now have more control than ever. Imagine offering players seamless, frictionless checkout experiences, supporting their preferred payment methods worldwide, and unlocking new markets without barriers.

Breaking Myths: The Truth About Measuring UX and Player Acquisition in Mobile Games

Tuesday, March 18 | 2:10 PM – 2:40 PM | Moscone West Room #2024

Berkley Egenes from Xsolla and Adam Smart from AppsFlyer break down misleading metrics, player retention strategies, and effective acquisition tactics. When we discuss experience and player acquisition in mobile games, there’s no shortage of myths, misleading metrics, and guesswork. Are your ads bringing in valuable players —or installs that churn? Does your UX keep players engaged, or are hidden friction points driving them away? It’s time to cut through the noise and get to the actual data. In this session, we’re bringing in Xsolla’s Partners at AppsFlyer and a real success story to share real-life case studies and hard-hitting insights on measuring, analyzing, and optimizing retention and acquisition more effectively.

The Dirty Truth About Funding And Games

Tuesday, March 18 | 3:00 PM – 3:30 PM | Moscone West Room #2024

Justin Berenbaum from Xsolla, Jenny Xu from Talofa Games, and Tony Grayson from Summitsphere uncover the biggest mistakes in game funding and how developers can secure investment successfully. Securing funding for your game can be the difference between launching a hit or watching your project crash and burn. But too many developers fall into the same traps—signing bad deals, giving up too much control, or running out of money at the worst possible moment. Don’t let that be you.

Gaming in 2030: The Future of Play

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Tuesday, March 18 | 3:50 PM – 4:20 PM | Moscone West Room #2024

Sam Gaglani and industry partners explore the future of gaming, personalization, and new monetization models. The video game industry is evolving faster than ever—so what will gaming look like in 2030? In a future-focused session, we’ll explore the technologies, trends, and challenges shaping the next era of gaming. From hyper-personalized experiences to new ways of owning and monetizing content, we’ll dive into what’s coming—and how studios can stay ahead of the curve.

Influencers in Gaming: Hype? Hustle? Huge ROI?

Tuesday, March 18 | 4:40 PM – 5:10 PM | Moscone West Room #2024

Rix Tran and partners will talk about the impact of influencers in gaming. Influencers are everywhere in gaming—driving hype, shaping player opinions, and making or breaking game launches. But are they worth the investment, or is the industry stuck chasing clout with no clear ROI? In this no-nonsense session, we’ll break down the real impact of influencers in gaming. From massive successes to costly misfires, we’ll explore what works, what doesn’t, and how to tell the difference.

WTF: Web3, Tokens and Fun!

Tuesday, March 18 | 5:30 PM – 6:00 PM | Moscone West Room #2024

Lee Jacobson and Rytis Joseph Jan from Xsolla and Jose Anaya from MatterLabs/ZKsync look candidly at the state of Web3 gaming, separating hype from real opportunities. Web3 promised to change gaming forever with player ownership, decentralized economies, and new monetization models. But let’s be honest: the road has been anything but smooth. So, where do we go from here? Most importantly, how do we make Web3 games that are truly fun—not just financial experiments disguised as gameplay? Join us as we separate fact from fiction, share hard-earned lessons, and explore the future of blockchain-powered gaming.

CONNECT WITH XSOLLA AT GDC 2025

Schedule a meeting with Xsolla’s game commerce experts: GDC 2025 | Schedule a meeting with Xsolla Learn more about speaking sessions and networking events: Join us at GDC 2025! | Xsolla

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Gaming Americas Q4 Meetup (20 Nov, 2024)

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GamingAmericas.com (part of HIPTHER) is your one-stop portal for the latest news, insights, and analyses in the gaming industry across the Americas. From legislative updates and market trends to interviews with industry leaders, we provide a comprehensive look at the dynamic landscape of both online and land-based gaming. Whether you're a stakeholder looking to stay ahead of the curve or a gaming enthusiast eager for reliable updates, GamingAmericas.com has got you covered. Follow us on social media and subscribe to our newsletter for real-time updates and exclusive content. Make informed decisions and stay ahead in the game with GamingAmericas.com.

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