Electronic Games – Transworld Games http://transworldgames.com/ Tue, 21 Jun 2022 05:15:52 +0000 en-US hourly 1 https://wordpress.org/?v=5.9.3 http://transworldgames.com/wp-content/uploads/2021/07/icon-150x150.png Electronic Games – Transworld Games http://transworldgames.com/ 32 32 Gaming Market Size, Scope and Forecast http://transworldgames.com/gaming-market-size-scope-and-forecast/ Tue, 21 Jun 2022 05:15:52 +0000 http://transworldgames.com/gaming-market-size-scope-and-forecast/ New Jersey, United States – The Video Games Market research report examines the market in detail over the predicted period. The research is divided into sections, each of which includes analysis of market trends and changes. Drivers, limitations, opportunities, and barriers, as well as the impact of numerous aspects on the industry, are all variables […]]]>

New Jersey, United States – The Video Games Market research report examines the market in detail over the predicted period. The research is divided into sections, each of which includes analysis of market trends and changes. Drivers, limitations, opportunities, and barriers, as well as the impact of numerous aspects on the industry, are all variables of market dynamics.

The report provides participants with essential information as well as specific recommendations for gaining a competitive advantage in the global business world. It studies how different players compete in the global market and shows how they compete differently. The market size for the gaming market is calculated using a projected period included in the research study. Current market status and trends, along with business growth drivers, industry share, sales volume, interesting BI dashboards, and market forces are all explored.

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Key Players Mentioned in the Gaming Market Research Report:

Rockstar Games Inc., Activision Blizzard, Bethesda Softworks LLC, Electronic Arts Inc., Gameloft (acquired by Vivendi), Microsoft Corporation, Nexon Co, Nintendo Co. Ltd., Nvidia Computer Game Company, Sony Corporation, Ubisoft Entertainment SA

Our analysts have performed a qualitative and quantitative analysis of the microeconomic and macroeconomic components of the Gaming market. This study will also help to understand changes in Video Games market industrial supply chain, manufacturing processes and costs, sales scenarios and market dynamics.

This analysis highlights significant mergers and acquisitions, business expansion, differences in goods or services, market structure, competitive conditions in the gaming market, and market size by participant.

Gaming Market Segmentation:

Gaming market, by console

• TV/Game Console
Computer games
• Mobile games
• Social/casual games
• Online MMO games
• Others

Games market, by type of purchase

• Purchase of game on box/CD
• Shareware
• Free software
• Based on in-app purchases
• Other

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Scope of the Gaming Market Report

ATTRIBUTES DETAILS
ESTIMATED YEAR 2022
YEAR OF REFERENCE 2021
FORECAST YEAR 2029
HISTORICAL YEAR 2020
UNITY Value (million USD/billion)
SECTORS COVERED Types, applications, end users, and more.
REPORT COVER Revenue Forecast, Business Ranking, Competitive Landscape, Growth Factors and Trends
BY REGION North America, Europe, Asia-Pacific, Latin America, Middle East and Africa
CUSTOMIZATION SCOPE Free report customization (equivalent to up to 4 analyst business days) with purchase. Added or changed country, region and segment scope.

Answers to key questions in the report:

1. Who are the top five players in the gaming market?

2. How will the Gaming market evolve in the next five years?

3. Which product and which application will occupy the lion’s share of the gaming market?

4. What are the drivers and restraints of the Gaming market?

5. Which regional market will show the strongest growth?

6. What will be the CAGR and size of the games market throughout the forecast period?

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Our research studies help our clients make superior data-driven decisions, understand market forecasts, capitalize on future opportunities, and maximize efficiency by working as a partner to deliver accurate and valuable insights. The industries we cover span a wide spectrum, including technology, chemicals, manufacturing, energy, food and beverage, automotive, robotics, packaging, construction, mining and the gas. Etc.

At Verified Market Research, we help in understanding holistic market indicator factors and most current and future market trends. Our analysts, with their deep expertise in data collection and governance, use industry techniques to gather and review data at all stages. They are trained to combine modern data collection techniques, superior research methodology, subject matter expertise and years of collective experience to produce informative and accurate research.

Having served over 5000 clients, we have provided reliable market research services to over 100 Global Fortune 500 companies such as Amazon, Dell, IBM, Shell, Exxon Mobil, General Electric, Siemens, Microsoft, Sony and Hitachi. We have co-consulted with some of the world’s leading consulting firms such as McKinsey & Company, Boston Consulting Group, Bain and Company for custom research and consulting projects for companies around the world.

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Electronic Tabletop Games (ETG) Market Size, Scope and Forecast http://transworldgames.com/electronic-tabletop-games-etg-market-size-scope-and-forecast/ Sun, 19 Jun 2022 05:41:22 +0000 http://transworldgames.com/electronic-tabletop-games-etg-market-size-scope-and-forecast/ New Jersey, United States – The Electronic Table Games (ETG) Market research report examines the market in detail over the anticipated period. The research is divided into sections, each of which includes analysis of market trends and changes. Drivers, limitations, opportunities, and barriers, as well as the impact of numerous aspects on the industry, are […]]]>

New Jersey, United States – The Electronic Table Games (ETG) Market research report examines the market in detail over the anticipated period. The research is divided into sections, each of which includes analysis of market trends and changes. Drivers, limitations, opportunities, and barriers, as well as the impact of numerous aspects on the industry, are all variables of market dynamics.

The report provides participants with essential information as well as specific recommendations for gaining a competitive advantage in the global business world. It studies how different players compete in the global market and shows how they compete differently. The market size for the Electronic Tabletop Games (ETG) market is calculated using a projected period included in the research study. Current market status and trends, along with business growth drivers, industry share, sales volume, interesting BI dashboards, and market forces are all explored.

Get Sample Full PDF Copy of Report: (Including Full TOC, List of Tables & Figures, Chart) @ https://www.verifiedmarketresearch.com/download-sample/?rid=185866

Key Players Mentioned in the Electronic Tabletop Games (ETG) Market Research Report:

Scientific Games, IGT, Spintec, Interblock Gaming, Novomatic, Jackpot Digital, Tcsjohnhuxley, Weike Gaming, Ags and others.

Our analysts have performed a qualitative and quantitative analysis of the microeconomic and macroeconomic components of the Electronic Tabletop Games (ETG) market. This study will also help to understand changes in Electronic Tabletop Games (ETG) market industrial supply chain, manufacturing processes and costs, sales scenarios and market dynamics.

This analysis highlights significant mergers and acquisitions, business expansions, differences in goods or services, market structure, competitive conditions in the Electronic Tabletop Games (ETG) market, and market size by participant.

Electronic Tabletop Games (ETG) Market Segmentation:

Electronic Tabletop Games (ETG) Market, By Product

• Blackjack
• Castors
• Baccarat
• Other

Electronic Tabletop Games (ETG) Market, By Application

•Casino
• Race tracks
• Bars
• Restaurants
• Others

Inquire for a discount on this Premium Report @ https://www.verifiedmarketresearch.com/ask-for-discount/?rid=185866

Scope of the Electronic Tabletop Games (ETG) Market Report

ATTRIBUTES DETAILS
ESTIMATED YEAR 2022
YEAR OF REFERENCE 2021
FORECAST YEAR 2029
HISTORICAL YEAR 2020
UNITY Value (million USD/billion)
SECTORS COVERED Types, applications, end users, and more.
REPORT COVER Revenue Forecast, Business Ranking, Competitive Landscape, Growth Factors and Trends
BY REGION North America, Europe, Asia-Pacific, Latin America, Middle East and Africa
CUSTOMIZATION SCOPE Free report customization (equivalent to up to 4 analyst business days) with purchase. Added or changed country, region and segment scope.

Answers to key questions in the report:

1. Who are the top five players in the Electronic Tabletop Games (ETG) market?

2. How will the electronic tabletop games (ETG) market develop in the next five years?

3. Which product and application will capture the lion’s share of the Electronic Tabletop Games (ETG) market?

4. What are the drivers and restraints of the Electronic Tabletop Games (ETG) Market?

5. Which regional market will show the strongest growth?

6. What will be the CAGR and size of the Electronic Tabletop Games (ETG) market throughout the forecast period?

For more information or query or customization before buying, visit @ https://www.verifiedmarketresearch.com/product/electronic-table-games-etg-market/

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About Us: Verified Market Research®

Verified Market Research® is a leading global research and advisory firm that for over 10 years has provided advanced analytical research solutions, personalized advice and in-depth data analysis to individuals and businesses seeking accurate research, reliable and up to date. data and technical advice. We provide insight into strategic and growth analytics, the data needed to achieve business goals, and help make critical revenue decisions.

Our research studies help our clients make superior data-driven decisions, understand market forecasts, capitalize on future opportunities, and maximize efficiency by working as a partner to deliver accurate and valuable insights. The industries we cover span a wide spectrum, including technology, chemicals, manufacturing, energy, food and beverage, automotive, robotics, packaging, construction, mining and gas. Etc.

At Verified Market Research, we help in understanding holistic market indicator factors and most current and future market trends. Our analysts, with their deep expertise in data collection and governance, use industry techniques to gather and review data at all stages. They are trained to combine modern data collection techniques, superior research methodology, subject matter expertise and years of collective experience to produce informative and accurate research.

Having served over 5000 clients, we have provided reliable market research services to over 100 Global Fortune 500 companies such as Amazon, Dell, IBM, Shell, Exxon Mobil, General Electric, Siemens, Microsoft, Sony and Hitachi. We have co-consulted with some of the world’s leading consulting firms such as McKinsey & Company, Boston Consulting Group, Bain and Company for custom research and consulting projects for companies around the world.

Contact us:

Mr. Edwyne Fernandes

Verified Market Research®

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UK: +44 (753)-715-0008
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US Toll Free: +1 (800)-782-1768

E-mail: sales@verifiedmarketresearch.com

Website:- https://www.verifiedmarketresearch.com/

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Electronic Gaming Machines Market Outlook 2022 and Forecast to 2029 http://transworldgames.com/electronic-gaming-machines-market-outlook-2022-and-forecast-to-2029/ Fri, 17 Jun 2022 16:34:19 +0000 http://transworldgames.com/electronic-gaming-machines-market-outlook-2022-and-forecast-to-2029/ Los Angeles, USA,-According to the report of the verified market report, the global electronic game machine market is expected to grow at a tremendous rate over the next few years. Titled “Global Electronic Gaming Machines Market Size and Forecast 2022-2029”, this report provides an in-depth look at the future of the global Electronic Gaming Machines […]]]>

Los Angeles, USA,-According to the report of the verified market report, the global electronic game machine market is expected to grow at a tremendous rate over the next few years. Titled “Global Electronic Gaming Machines Market Size and Forecast 2022-2029”, this report provides an in-depth look at the future of the global Electronic Gaming Machines Market. Increased demand for smart technologies and increased construction of skyscrapers and tall commercial buildings are expected to contribute significantly to the growth of the global electronic gaming machine market.

A comprehensive study of the Global Electronic Gaming Machines Market is carried out by the analysts of this report, considering key factors such as drivers, challenges, recent trends, opportunities, developments, and competitive landscape. This report provides a clear understanding of the current and future scenarios of the global Electronic Gaming Machine industry. Research techniques such as pestle and Porter’s five forces analysis have been deployed by the researchers. It has also provided accurate data on Electronic Game Machine production, capacity, price, cost, margin, and revenue, allowing gamers to gain a clear understanding of the overall existing and future market conditions.

Get | Download a sample copy with table of contents, graphics and list of [email protected] https://www.verifiedmarketreports.com/download-sample/?rid=552442

Main Drivers and Obstacles

The high-impact factors and renderers have been studied in this report to help readers understand the overall development. Additionally, the report includes constraints and challenges that can be stumbling blocks in the players’ path. This will help users make informed, meticulous business-related decisions. The experts also focused on the upcoming trade prospects.

Sector outlook

The key segments including types and applications have been detailed in this report. Verified market report consultants have studied all segments and used historical data to provide market size. They also discussed the growth opportunities the segment could represent in the future. The study provides production and revenue data by type and application over the past period (2016-2021) and forecast period (2022-2029).

Major Players Covered by Electronic Gaming Machines Markets:

  • Sega
  • Tai count
  • PlayStation
  • sony
  • Microsoft
  • Xbox
  • nintendo
  • I-dong
  • Timetop
  • Subor
  • alien technology
  • Uniscom
  • JXD
  • WINYSON
  • THRUSTMASTER
  • BLACK HORNS
  • BETOP

Global Electronic Gaming Machine Market Segmentation:

Electronic Gaming Machines Market Breakdown by Type:

  • Poker EGMs
  • EGM-TV
  • Large Scale EGM

Electronic Gaming Machines Market Split By Application:

  • Television games
  • ARC Games
  • Pocket games
  • pc games

The Regional Electronic Game Machine Market analysis can be represented as follows:

This part of the report assesses key regional and country-level markets on the basis of market size by type and application, key players, and market forecast.

On the basis of geography, the global Electronic Gaming Machine market has segmented as follows:

    • North America includes the United States, Canada and Mexico
    • Europe includes Germany, France, UK, Italy, Spain
    • South America includes Colombia, Argentina, Nigeria and Chile
    • Asia Pacific includes Japan, China, Korea, India, Saudi Arabia and Southeast Asia

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Scope of Electronic Gaming Machines Market Report

Report attribute Details
Market size available for years 2022 – 2030
Base year considered 2021
Historical data 2018 – 2021
Forecast period 2022 – 2030
Quantitative units Revenue in USD Million and CAGR from 2022 to 2030
Segments Covered Types, applications, end users, and more.
Report cover Revenue Forecast, Business Ranking, Competitive Landscape, Growth Factors and Trends
Regional scope North America, Europe, Asia-Pacific, Latin America, Middle East and Africa
Scope of customization Free report customization (equivalent to up to 8 analyst business days) with purchase. Added or changed country, region and segment scope.
Pricing and purchase options Take advantage of personalized purchasing options to meet your exact research needs. Explore purchase options

Industry Overview: The first section of the research study covers an overview of the global Electronic Gaming Machines market, market status and outlook, and product scope. Additionally, it provides highlights of major segments of the global Electronic Gaming Machines market i.e., region, type, and application segments.

Competitive analysis:This report sheds light on significant mergers and acquisitions, business expansion, product or service differences, market concentration, global Electronic Gaming Machines Market competitive status and market size by player.

Company profiles and key data:This section covers the companies featuring leading players of the global Electronic Gaming Machines market based on revenue, products, activities, and other factors mentioned above.

Market Size by Type and Application:In addition to providing an in-depth analysis of the global Electronic Gaming Machines market size by type and application, this section provides research on major end-users or consumers and potential applications.

North American market: This report depicts the changing size of the North America market by application and player.

European market: This section of the report shows how the size of the European market will evolve over the next few years.

Chinese market: It provides analysis of the Chinese market and its size for all years of the forecast period.

Rest of the Asia-Pacific market: The rest of the Asia-Pacific market is here analyzed in quite detail on the basis of applications and players.

Central and South America market: The report illustrates changes in Central and South America market size by players and applications.

Mea Market: This section shows how the Mea market size changes over the forecast period.

Market dynamics: This report covers the drivers, restraints, challenges, trends, and opportunities of the global Electronic Gaming Machines market. This section also includes Porter’s analysis of the five forces.

Findings and Conclusions:It provides strong recommendations for new and established players to secure a position of strength in the global Electronic Gaming Machines market.

Methodology and data sources:This section includes author lists, disclaimers, research approaches, and data sources.

The main questions answered

What will be the size and average annual size of the global electronic game machine market over the next five years?

Which sectors will take the lead in the global electronic game machine market?

What is the average manufacturing cost?

What are the key business-related tactics adopted by the key players in the global Electronic Game Machine Market?

Which region will gain the lion’s share in the global electronic game machine market?

Which companies will dominate the global electronic gaming machine market?

Research Methodology

Quality research uses reliable primary and secondary research sources to compile the reports. It also relies on the latest research techniques to prepare very detailed and precise research studies like this one. Use data triangulation, top-down and bottom-up approaches, and advanced research processes to deliver comprehensive, industry-leading market research reports.

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VMI provides a global overview and competitive landscape with respect to region, country and segment, as well as key players in your market. Present your market report and results with an integrated presentation function that saves you more than 70% of your time and resources for presentations to investors, sales and marketing, R&D and product development. products. VMI enables data delivery in Excel and interactive PDF formats with over 15+ key market indicators for your market.

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About Us: Verified Market Reports

Verified Market Reports is a leading global research and advisory company serving over 5000 global clients. We provide advanced analytical research solutions while delivering information-enriched research studies.

We also provide insight into the strategic and growth analytics and data needed to achieve business goals and critical revenue decisions.

Our 250 analysts and SMEs offer a high level of expertise in data collection and governance using industry techniques to collect and analyze data on over 25,000 high impact and niche markets. Our analysts are trained to combine modern data collection techniques, superior research methodology, expertise and years of collective experience to produce informative and accurate research.

Our research spans a multitude of industries, including energy, technology, manufacturing and construction, chemicals and materials, food and beverage, and more. Having served many Fortune 2000 organizations, we bring a wealth of reliable experience that covers all kinds of research needs.

Contact us:

Mr. Edwyne Fernandes

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APAC: +61 (488)-85-9400
US toll free: +1 (800)-782-1768

E-mail: [email protected]

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Supreme Court sides with tribes in fight with Texas over gambling http://transworldgames.com/supreme-court-sides-with-tribes-in-fight-with-texas-over-gambling/ Wed, 15 Jun 2022 17:07:34 +0000 http://transworldgames.com/supreme-court-sides-with-tribes-in-fight-with-texas-over-gambling/ Sign up for The Brief, our daily newsletter that keeps readers up to date with the most essential news from Texas. The U.S. Supreme Court sided with two Native American tribes in Texas in a ruling Wednesday that reaffirmed their autonomy to regulate unprohibited gambling on their lands and bolstered tribal sovereignty in the state. […]]]>

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Microsoft Reaches Deal to Respect Activision Blizzard Union http://transworldgames.com/microsoft-reaches-deal-to-respect-activision-blizzard-union/ Mon, 13 Jun 2022 16:38:16 +0000 http://transworldgames.com/microsoft-reaches-deal-to-respect-activision-blizzard-union/ Placeholder while loading article actions Microsoft said on Monday it would respect the rights of Activision Blizzard workers to join a union and would enter into a so-called labor neutrality agreement with the main media union Communications Workers of America, which helps workers of the video game to get organized. If Microsoft’s acquisition of Activision […]]]>
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Microsoft said on Monday it would respect the rights of Activision Blizzard workers to join a union and would enter into a so-called labor neutrality agreement with the main media union Communications Workers of America, which helps workers of the video game to get organized. If Microsoft’s acquisition of Activision Blizzard is approved, the new employment contract will go into effect for the gaming giant 60 days after the deal is finalized.

Activision Blizzard announced Friday that it is entering negotiations with a group of quality assurance testers from Raven Software. These testers have spent months demanding recognition from their union, the Game Workers Alliance, which is supported by the CWA.

The labor neutrality agreement “means that we respect the right of our employees to make informed decisions for themselves,” Microsoft President Brad Smith said in an interview with The Washington Post. “It means you don’t try to put your thumb on the scales to influence them or pressure them. You give people the opportunity to exercise their right to choose by voting…it’s something that is respectful of everyone, friendlier and avoids business disruption.”

The biggest news from the Xbox Bethesda Sunday showcase

The agreement puts in writing what Microsoft has said in the past. In March, Microsoft told The Post it wouldn’t stand in the way if Activision Blizzard recognized a union. In May, Xbox chief Phil Spencer told employees in an internal interview that he would recognize Raven Software’s new union, according to a Kotaku report. Unlike those previous statements, this agreement is legally binding, according to the CWA and Microsoft.

“[The agreement] covers the vast majority of Activision Blizzard workers,” Smith said. “Certain categories are excluded under national labor relations law – managers, people in confidential positions, that sort of thing. But very broadly, this applies to all Activision Blizzard employees.

The agreement between Microsoft and the CWA states that employees should easily exercise their right to communicate with other employees and other union representatives about the organization, have a simplified process for choosing to join a union and keep their decision private if they wish. Finally, the agreement states that if the CWA and Microsoft are in disagreement, they will work together to reach a consensus and failing that, will turn to an arbitration process.

“The arbitration process will ensure that employees’ rights under national labor relations law are upheld, so we’re not trying to go out and do something that’s separate from people’s rights,” said Smith. “We then have a third party who can make a decision and comply with it.”

If other Microsoft employees end up unionizing, the CWA said it intends to use this agreement to help defend those employees as well.

“We will talk about how we will organize Microsoft employees if that happens,” said CWA President Christopher Shelton. “And I’m not saying it’s not happening right now, but we’re not announcing any organizational plans.”

The future of Call of Duty and ‘Warzone’

Microsoft’s deal comes a week after it announced a new strategy for dealing with unions. The company released new “Principles of Employee Organizing” on June 2, which stated, “We recognize that there are often times when some employees in certain countries may wish to form or join a union.”

Shelton said talks began after Microsoft announced in January that it would buy Activision Blizzard for a historic $68.7 billion, a move that shocked union workers. The deal is expected to close by June 2023.

“We looked at it and said, ‘Employees have to have a voice or they’ll get crushed by these big companies deciding to come together,'” Shelton said. “We made this deal, and we’ve been working on it for quite a while now. It was not so easy. But it wasn’t that hard either, because Microsoft really meant what they said in their principles, and I believe it.”

Smith said Activision Blizzard CEO Bobby Kotick and his company were not consulted on the terms of the deal, although the company is aware that Microsoft and the CWA were having discussions.

“We have to be extremely careful under the law to avoid what’s called gun jumping,” Smith said, referring to the illegal activities of a company that is still awaiting regulatory approval. “We didn’t have to [talk to Activision Blizzard] under the merger agreement, and we have not sought their approval to enter into the agreement.

Regarding his company’s decision to engage with the CWA and Raven’s union, Activision Blizzard CEO Bobby Kotick said in a statement to The Post, “We have decided to take this important step with our 27 represented employees and CWAs to explore their ideas and perspectives. to find out how we could better serve our employees, players and other stakeholders. We look forward to working with CWA as we create the most welcoming and inclusive workplace in the industry. »

Microsoft’s announcement comes amid growing video game unions and ongoing organizing efforts at companies like Starbucks and Apple.

Video game companies in North America never managed to unionize until last December, when a union at indie developer Vodeo Games was recognized by management. It was followed by Raven Software which won a union election on May 23. On June 6, 16 QA testers from Keywords Studios, which is working on “Dragon Age: Dreadwolf” for BioWare, owned by Electronic Arts, formed Canada’s first video game syndicate. Electronic Arts spokesperson Lacey Haines said in a statement, “While the unionization of Keywords Studios employees in Edmonton does not involve BioWare employees, we want to be clear that at EA, we respect the process and the workers’ right to choose.”

Like the video game industry, big tech companies have been slow to get organized, which begs the question of why this movement is happening now. Smith said the CWA deal was not an attempt by Microsoft to present the Activision Blizzard merger on more favorable terms to antitrust regulators, with whom the company has had multiple feuds, including a 1998 antitrust case. for which Bill Gates testified before Congress. Microsoft was more inspired by its organized employees in Europe and South Korea, he said.

“We haven’t had the specific organizing efforts directly in the United States that others have, but we have a deep respect for the role of unions in a democracy,” Smith said. “Just look at what the labor movement has done for people’s rights in this country for 150 years. This is part of the success of this country. And if there’s an opportunity for us to connect with that in a new way, I think that’s good for everyone.

Union professors agreed that the deal between Microsoft and the CWA was historically groundbreaking.

“In a sense, [Microsoft’s deal with the CWA] is an acknowledgment that the mood is changing,” said Margaret O’Mara, professor of technology and politics at the University of Washington. “The political winds are changing. There has been more public conversation and activism, especially since the start of the pandemic, around unionization. It was this company that presented itself as the adult in the room, portraying itself as a corporate citizen, proactive in regulation and working with governments. »

Wilma Liebman, former chair of the National Labor Relations Board under former President Barack Obama, said one of the motivations for the deal with the CWA could be the future approval of its acquisition of Activision Blizzard.

“I’m sure part, if not a major part, of Microsoft’s motivation for entering into this deal is to dampen opposition to the merger with Activision,” Liebman said. “Indeed, the CWA is expressly saying that it now approves of the merger. No doubt, Microsoft believes its ‘softer’ stance on unionization may benefit in the antitrust investigation, particularly in the Biden administration. “

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Obi-Wan Kenobi features a major Star Wars video game location http://transworldgames.com/obi-wan-kenobi-features-a-major-star-wars-video-game-location/ Sat, 11 Jun 2022 22:17:04 +0000 http://transworldgames.com/obi-wan-kenobi-features-a-major-star-wars-video-game-location/ The Disney+ Obi-Wan Kenobi miniseries revisits a major location from Respawn Entertainment’s beloved video game, Star Wars Jedi: Fallen Order. The last episode of Disney+ Obi Wan Kenobi was placed in a location previously only seen in Respawn Entertainment‘s action-adventure video game Star Wars Jedi: Fallen Order​​​​​. Episode 4 of Obi Wan Kenobi gave fans […]]]>

The Disney+ Obi-Wan Kenobi miniseries revisits a major location from Respawn Entertainment’s beloved video game, Star Wars Jedi: Fallen Order.

The last episode of Disney+ Obi Wan Kenobi was placed in a location previously only seen in Respawn Entertainment‘s action-adventure video game Star Wars Jedi: Fallen Order​​​​​.

Episode 4 of Obi Wan Kenobi gave fans their first look at the live-action version of Fortress Inquisitorius, which served as the headquarters of the Inquisitors. Obi-Wan infiltrated the fortress in search of Leia Organa, who had previously been taken by the Third Sister for questioning regarding the location of the Force-sensitive refugees. Players might also recognize Fortress Inquisitorius as the final location in Star Wars Jedi: Fallen Orderwhere the game’s protagonist Cal Kestis storms the fort in search of a holocron containing a list of Force-sensitive children.

Related: Star Wars Jedi Devs’ Request For A Female And/Or Black Lead Denied For ‘Sufficient Representation’

The Inquisitorius Fortress was a heavily fortified Imperial fortress built on the water moon Nur, which was located in the Mustafar system around the Outer Rim territories. As the Inquisitor’s main headquarters, the Fortress was where many surviving Jedi were taken to be tortured and executed. It also featured several security measures, such as laser gates and a labyrinthine network of bridges, intended to prevent prisoners from escaping. Notably, Obi-Wan and Cal infiltrated the fortress by swimming through the structure’s underwater tunnels.

Lucasfilm President Kathleen Kennedy previously explained how Fallen order and other video games have helped shape modernity star wars stories. “It’s funny, the more I learn about how games are written, and this kind of persistent storytelling that takes place in a game environment where you’re constantly building on a single story, it’s much closer to what star wars is,” Kennedy said, “there’s an intent around [bringing in elements from games] because people invest a lot in star wars along the way.”

Related: Obi-Wan Kenobi Writer Discusses Luke/Leia Fake

Lucasfilm’s Head May Have Even More Soon star wars games to explore, like Fallen orderthe following Star Wars Jedi: Survivor is expected to launch on next-gen consoles sometime in 2023. Respawn Entertainment announced the upcoming sequel with a trailer on day two of Star Wars Celebration 2022. Game director Stig Asmussen claimed that the team at Respawn developers entered the sequel with a vision for continuing Cal’s journey, as well as how technological advancements in Jedi: Survivor will allow the game to feature “more dynamic Jedi combat and cinematic storytelling”.


Obi Wan Kenobi is available to stream on Disney+, with new episodes premiering every Wednesday. Star Wars Jedi: Fallen Order is available for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Google Stadia and PC.

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MMO Games Market Size and Forecast 2022-2028 | Key players – Activision Blizzard, Electronic Arts (ea), Giant Interactive Group, Ncsoft Corporation, Ankama – mbu timeline http://transworldgames.com/mmo-games-market-size-and-forecast-2022-2028-key-players-activision-blizzard-electronic-arts-ea-giant-interactive-group-ncsoft-corporation-ankama-mbu-timeline/ Fri, 10 Jun 2022 07:32:04 +0000 http://transworldgames.com/mmo-games-market-size-and-forecast-2022-2028-key-players-activision-blizzard-electronic-arts-ea-giant-interactive-group-ncsoft-corporation-ankama-mbu-timeline/ New Jersey, United States,-This study is one of the most detailed and precise, focusing only on MMO game market. It throws light on significant factors affecting the growth of the global MMO Games market on several fronts. Market players can use this report to gain a correct understanding of the competitive environment and the strategies […]]]>

New Jersey, United States,-This study is one of the most detailed and precise, focusing only on MMO game market. It throws light on significant factors affecting the growth of the global MMO Games market on several fronts. Market players can use this report to gain a correct understanding of the competitive environment and the strategies adopted by leading players in the global MMO Games market. The author of the report categorizes the global MMO games market by product, application, and type of region. The segments studied in the report are analyzed based on market share, consumption, production, market attractiveness, and other important factors.

The geographical analysis of the global MMO games market provided in the research study is an intelligent tool that interested parties can utilize to identify profitable local markets. It allows readers to learn about the characteristics of the different local markets and their evolution in terms of growth. The report also provides in-depth analysis of MMO games market dynamics, including drivers, challenges, restraints, trends and opportunities, and market influencers. It provides statistical analysis of the global MMO games markets, including average annual revenue, volume, market share, and other important figures. As a whole, it appears as a comprehensive set of various market information research focusing on the global MMO Games market.

Click the link for a sample copy of the report: https://www.marketresearchintellect.com/download-sample/?rid=189077

Main Drivers and Obstacles:

High-impact factors and rendering engines are studied in the MMO Games Market report to aid in reader perception of the development. Additionally, the report contains restrictions and challenges that will fulfill the gamers method. this can make it easier for the user to listen and build informed professional choices. The experts have jointly verified the following trading prospects.

Market segmentation :

Key players:

  • ActivisionBlizzard
  • Electronic Arts (ea)
  • Giant interactive group
  • Ncsoft Corporation
  • Ankama
  • Nexon
  • AG
  • Tencent Holdings
  • Jagex Game Studio
  • Sony Online Entertainment
  • Ubisoft Entertainment SA
  • Riot Games
  • Valve company
  • Wargaming.net
  • Netease Inc.
  • Perfect World Entertainment
  • Shanda Interactive Entertainment

Segment by types:

  • Mmo role playing games (mmorpg)
  • Mmo First Person Shooter (mmofps)
  • Mmo Real Time Strategy (Mmorts)
  • Other

Segment by applications:

Get | Discount on the purchase of this report @ https://www.marketresearchintellect.com/ask-for-discount/?rid=189077

Scope of MMO Games Market Report:

Report attribute Details
Market size available for years 2022 – 2028
Base year considered 2021
Historical data 2018 – 2021
Forecast period 2022 – 2028
Quantitative units Revenue in USD Million and CAGR from 2022 to 2028
Segments Covered Types, applications, end users, and more.
Report cover Revenue Forecast, Business Ranking, Competitive Landscape, Growth Factors and Trends
Regional scope North America, Europe, Asia-Pacific, Latin America, Middle East and Africa
Scope of customization Free report customization (equivalent to up to 8 analyst business days) with purchase. Added or changed country, region and segment scope.
Pricing and purchase options Take advantage of personalized purchasing options to meet your exact research needs. Explore purchase options

MMO Games Market Regional Analysis:

The global MMO Games Market research report details current market trends, development outline, and several research methodologies. It illustrates the key factors that directly manipulate the market, for example, production strategies, development platforms, and product portfolio. According to our researchers, even minor changes in product profiles could lead to huge disruptions in the factors mentioned above.

North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia and Italy)
Asia Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Saudi Arabia, United Arab Emirates, Egypt, Nigeria and South Africa)

Post-covid-19 outlook:

Readers of the section will understand how the MMO games market scenario has changed across the world during the pandemic and post-pandemic. The study is carried out keeping in mind the changes in aspects such as production, demand, consumption and supply chain. The market experts have also highlighted the key factors which will help create opportunities for the players and stabilize the overall market in the coming years.

What insights does the MMO Games Market report provide readers?

➜ Fragmentation of MMO games based on product type, end use and region
➜ Comprehensive assessment of upstream raw materials, downstream demand and current market landscape
➜ Collaborations, R&D projects, acquisitions and product launches of each MMO Games player
➜ Various regulations imposed by governments on the consumption of MMO Games in detail
➜ Impact of modern technologies, such as big data and analytics, artificial intelligence, and social media platforms on the global MMO games market.

Buy the full report: https://www.marketresearchintellect.com/select-license/?rid=189077

Some of the main points of the table of contents cover:

Chapter 1: Techniques and Scope

1.1 Definition and forecast parameters
1.2 Methodology and predictive parameters
1.3 Sources of information

Chapter 2: Summary of recent trends

2.1 Regional trends
2.2 Product trends
2.3 End-use trends
2.4 Trade trends

Chapter 3: MMO Games Industry Overview

3.1 Industry fragmentation
3.2 Industry Landscape
3.3 Supplier Matrix
3.4 Technological and innovative landscape

Chapter 4: MMO Games Market, By Region

Chapter 5: Company Profiles

5.1 Presentation of the company
5.2 Financial elements
5.3 Product Landscape
5.4 SWOT analysis
5.5 Systematic Perspectives

Chapter 6: Assumptions and Acronyms

Chapter 7: Research Methodology

Chapter 8: Contact (Continue . . .)

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Co-Founder of Cxmmunity Talks Getting More Minorities In-Game | cassius | born shameless http://transworldgames.com/co-founder-of-cxmmunity-talks-getting-more-minorities-in-game-cassius-born-shameless/ Mon, 06 Jun 2022 16:19:55 +0000 http://transworldgames.com/co-founder-of-cxmmunity-talks-getting-more-minorities-in-game-cassius-born-shameless/ Source: Authentic Images/Getty VSxmmunit is an Atlanta-based nonprofit that started in February 2020 with the mission “to increase minority representation within the esports and video game industries.” The collective founded by HBCU graduates Ryan Johnson and Chris Peay has become the premier gaming league among the HBCU community. However, this push for representation also means […]]]>

Source: Authentic Images/Getty

VSxmmunit is an Atlanta-based nonprofit that started in February 2020 with the mission “to increase minority representation within the esports and video game industries.” The collective founded by HBCU graduates Ryan Johnson and Chris Peay has become the premier gaming league among the HBCU community. However, this push for representation also means bringing more minorities into these spaces as creators.

So, last year, Cxmmunity partnered with Microsoft to provide more than 50 HBCUs nationwide with their Xbox kits to build their own gaming labs. Verizon even promised HBCUs $1 million. with the creation of the Verizon Game Forward Fellowship, whose mission is “to increase female representation in the gaming industry and strengthen opportunities and presence in STEM careers.”

Read what Chris Peay, co-founder and chief marketing officer of Cxmmunity, shared with CASSIUSLife about the organization and what the next five years hold for the growing community of minority gamers, tech enthusiasts and developers.

CASSIUSLife: What are some of the things that led to the creation of Cxmmunity?

Chris Pey: Early, [we realized] that 83% of African-American millennials play video games daily. But then you look at the spectrum of people who work in the video game space, especially developers, [and] only about 2% to 3% of African Americans make up this space.

It’s one of those things where, when you think of titles like Grand Theft Auto, madand NBA 2K, we are always the consumer and almost never the real beneficiary. So we really wanted to start [casting] a wide net when it comes to ensuring that we can hire young minority students in the esports and video game industries.

So we started to break up a community, in a sense, to break down the various systemic barriers that exist beyond the tech industry. But then, using the game as a tool to engage students, we teach them different digital literacy skills from there.

CASSIUSLife: Can you tell us about some of the core values ​​and areas that make up Cxmmunity?

Chris Pey: Today we operate on three pillars: Esports, Education and Entertainment.

[When it comes to] Esports and Gaming, we own and operate the largest Black on Esports property to date on Twitch, and that’s [with] the HBCUs. I myself am a graduate of an HBCU, North Carolina Central University. My co-founder Ryan [Johnson], graduated from Oakwood University, which is an HBCU in Huntsville, Alabama. And so essentially [we’re] starting with what we would like to have in school. It is therefore the first competitive esports league of its kind specifically aimed at historically black colleges and universities.

When we started, there was a school that had an Esports program (Morehouse College), and they competed nationally. But now that we’re about two years away, we’re able to unlock over 36 Esports programs at these schools with the ultimate goal of unlocking an additional revenue stream for HBCUs in general that they might not have known about. existence in the past. And so, of course, when you put that on the spectrum of historically black colleges from HBCUs to predominantly white PWI institutions, I’d say there’s about a 70% difference in Esports programs. Our goal there is literally to grow an HBCU Esports club or official team squad on every campus. So that’s kind of what we’re doing now, it’s just being able to evolve.

But ultimately we work with Twitch, [who functions] as our reference agency, to launch this league. And so we just had the chance to be able to create this property. But it is also sponsored by Verizon. It is sponsored by Discover, sponsored by Nike House of Hoops. We were able to work with Warner Brothers and Space Jam, where we flew eight HBCU students here to Atlanta to participate in the Space Jam: A New Legacy video game tournament. The two finalists had the chance to fly to Los Angeles with us to attend the world premiere of Space Jam: A New Legacy film. So these students are now on the red carpet with people like LeBron James, Maverick Carter, Anthony Davis, all the people they look up to.

And so just being able to provide access to HBCU and underrepresented underrepresented students, first of all. But again, like I said, just making sure we’re still focused on teaching different digital literacy skills and then making sure they realize that those opportunities exist and that ‘they can then be hired in this industry by moving on to our next one is education. So we are running right now in the Esports Career Readiness Program. These range from once a month [where] we can do pop-up STEM camps. Then we also have a nine-week program where we work with students. Our current one is now with Comcast and the Boys and Girls Club of Philadelphia.

And so [at a] at a very high level, they receive a bit of a course: encoding, event management, event organization, corporate marketing, all new. This is an additional career preparation program that we run. And then we also have Comcast Atlanta. And those are kind of like our two current education programs that we run today.

CASSIUSLife: What have you noticed as the main barriers to entry for color gamers and developers?

Chris Pey: So one of the biggest barriers to entry starts with the community, the biggest barrier to entry when it comes to professional gaming is console versus PC. So, of course, growing up as a young African American male, to speak for myself, it’s very rare that we have a home computer, let alone one that we can play video games on. Right? So if we had a computer, it’s probably [used a] dial-up access [modem], where you couldn’t necessarily be on the computer and home phone at the same time. And it also didn’t move as quickly or efficiently for you to play titles like League of Legendswhich are among the most respected titles when it comes to esports.

But what we had were consoles. So we can have a PlayStation One PS2 or an Xbox where we can play titles. But these are mostly sports titles. So maybe we play mad, NBA2K or something like a Fight Night, for example. It’s not necessarily the games that are like, if you want to be a pro gamer, you have to know this thing that’s kind of like one of the biggest barriers to entry that we kind of wanted to understand, achieve, then just give access.

So I would say that access is the biggest barrier to entry. But something we’re doing to change is building esports labs and innovation labs on the campuses we work with. We started League 2020, and the following year we had worked with a few different brands, especially Red Bull, to unlock funds within their foundation and then set up an Esports Lab.

And now we are building real computer labs where students can compete. They have a place to go after forming their new Esports club.

CASSIUSLife: Esports is generally considered a male-dominated space. But what is Cxmmunity doing to address the concerns of gamers and tech enthusiasts?

Chris Pey: So the biggest response we’re getting specifically from a lot of our video game developers is that they mostly want to focus on black women. I will say they want to focus on women, of course, but then dig a little deeper, and [with] women being underrepresented, you cannot leave out the black woman. And I will say the response has been tremendous.

Verizon is really pushing to support women who study STEM. They’re looking to create some sort of pipeline, and that’s what we’re doing as well. We had the chance to work with [multiple] brands, but also blessed in the sense that we are also able to refuse agreements with brands. If it doesn’t come with some sort of tangible good that directly impacts students, [like] portfolio opportunity, job, internship opportunity, scholarship opportunity? We were able to refuse these things. And I will say that we think we’ve done it probably two or three times so far.

But for the most part, many of the partner companies we work with help fuel our mission and help achieve this goal. To date, we have been able to work with companies such as NBA2K as pipeline partners, where they are looking for 24 HBCU students to come to Nevada and California this summer. They will pay for their travel, accommodation and to work for a period of twelve weeks as interns at Take-Two Interactive.

And it’s the first time it’s been done, since the HBCU Sports League. Now we can work with black women who play in the game, like Ms. Tony Ligands from NBA2K.

CASSIUSLife: In 2005, about 2% of video game developers identified as black. More than a decade and a half later, that number has only doubled to 4%. What do you think the industry will look like in five years? And what else will Cxmmunity do to impact that number?

Chris Pey: I think Cxmmunity has done a great job of carving out our path in helping young people and direct consumers realize that basically anything they can imagine is at their fingertips. I think the brands that will win in the future are the brands that connect with people on an emotional level. Gone are the days when all you can do is slap a logo and it actually works.

I think now it’s mostly about how you impact me as an individual in the world that matters to me. And I think that’s where Cxmmunity has been able to carve out a niche, where brands now look at us like, “Hey, that’s what we want to do, [and] we realize we’re not doing it right based on the story you’re telling.

Because I would say the gaming industry is probably one of the last industries that hasn’t gone into decline since its inception. But he also realizes now that diversity is a thing, that toxic environments are no longer doable or achievable, and people are going to start speaking out and speaking out about those things.

Ask them to join our Discord. Follow us on social networks, of course, on Cxmmunity.co. And just tap then join our Discord. I would say, honestly, often we end up with more opportunities than we have students. And so just that said, there are things like scholarships that may not be in demand. There is also [opportunities] like NBA2K trying to get 24 HBCU trainees right? There are a ton of these opportunities out there.

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Get away from it all, without leaving home http://transworldgames.com/get-away-from-it-all-without-leaving-home/ Sat, 04 Jun 2022 18:00:56 +0000 http://transworldgames.com/get-away-from-it-all-without-leaving-home/ As fuel prices continue to skyrocket, driving the car, SUV, or RV to a remote campground becomes less appealing. So don’t leave the house, just get out of the house. Camping has always been a traditional pastime in the United States, but according to a recent study commissioned by the State of Wisconsin, it’s now […]]]>

As fuel prices continue to skyrocket, driving the car, SUV, or RV to a remote campground becomes less appealing. So don’t leave the house, just get out of the house.

Camping has always been a traditional pastime in the United States, but according to a recent study commissioned by the State of Wisconsin, it’s now more popular than ever. A whopping 48 million households went camping in 2020, an increase of 6 million from 2019. Camping takes many forms, from backpacking to staying in million-dollar motorhomes, but the only thing they all have in common is spending time somewhere away from home, enjoying the sights and new experiences. However, with fuel prices now significantly higher than they were a year ago, driving a car, let alone a gas- or diesel-guzzling motorhome, nearly any distance dampens the allure of discovering remote and exotic camping. We offer a possible solution: Stay at home.

Why travel when you can turn your backyard into an overnight adventure campsite? (Courtesy of Alvantor)

Most people rush indoors when they get home from work or school, making the front or backyard a semi-unknown area that’s perfect for a campsite. It’s also a safe bet that few spent the night on purpose in their backyard. A day and night spent in your own backyard will give you a new appreciation for what’s going on outside, especially after the lights go out. Even in heavily populated neighborhoods, it’s not uncommon to see nocturnal wildlife going about their normal business. If you have access to night vision binoculars, take them out after the campfire. Also bring regular binoculars for daytime bird watching, but avoid the temptation to spy on the neighbors – it rarely ends well if you get caught!

Coleman Fairy Lights
Consider stringing on solar-powered or battery-powered lights to give the campsite a festive vibe. (Courtesy of Coleman)

With that in mind, a home camping trip starts to make sense. To do it right, you need to set ground rules, such as once you’re out of the house, you stay out – no trips inside to raid the fridge, check social media or watching TV is not allowed. There can be exceptions, of course, but the idea is to treat the yard like the campground; once you arrive, you are there for the duration of the vacation.

Intex inflatable sofa
Who said you had to use a sleeping bag? Consider inflatable furniture for daytime lounging and for sleeping. (Courtesy of Intex)

So how do you do it? Start by deciding how badly you want to get by. If you have an RV or camper trailer, anything from a fifth wheel to a pop-up, it’s not cheating to use it. In fact, it makes camping easier, because you’ll have almost everything you need right in the driveway or yard. The next level involves a tent, from a traditional Whiteduck bell tent to an Alvantor transparent bubble tent with a view of the stars. No tent? No problem. A tarp hanging from the trees provides protection from the elements. Hardcore backpackers may even choose to forego a tent, preferring to sleep under the stars in a hammock or sleeping bag on the ground.

Outdoor oven + Skookie
Some camp stoves allow you to cook, grill and fry just like you do in your kitchen. (Courtesy of Skookie)

Once the accommodation is fixed, then comes the question of meals. If you don’t have an RV with a galley (kitchen), consider a cooler, like the 45-quart RTIC model, to hold ice, food, and drinks, and a camp stove like the Camp Chef and Skookie outdoor oven. , which lets you do everything from frying food on the top burners to baking cookies in its oven, all in the great outdoor spaces of nature or your garden. While you can cook over a fire, it’s probably best to take it slow so you don’t have to learn too many new skills or risk disturbing the neighbors.

Solo Stove Bonfire
A campfire is essential, but consider a self-contained unit for safety when making s’mores. (Courtesy of Solo Stoves)

All good camping requires sitting outside, but comfort matters, so consider inflatable seats like the one from Intex, which converts from a couch to a bed, or an all-purpose camp chair like the Sport-Brella, which reclines and has cup holders and a hanging umbrella. String a few battery-powered LED lanterns, like Coleman’s, in the trees to provide light after the sun goes down. No campsite would be complete without a campfire, but in the interest of safety and to avoid another way of alarming neighbors, consider a portable fire pit, like the Bonfire from Solo Stove. Weighing just 20 pounds and made of stainless steel, it uses hardwoods rather than expensive propane; Just be sure to use the spark arrester for maximum safety. If any of the campers aren’t familiar with the wonders of enjoying a messy but oh-so-delicious s’more while singing camp songs, now is the time to introduce them to the club. Then, use the telescope you borrowed from home earlier for some serious stargazing.

white duck bell tent
If you have a traditional tent, use it as your cozy backyard. (Courtesy of White Duck)

The call of nature can sometimes be drowned out by the call of the toilet; this is an example where the “don’t enter the house while camping” rule can be circumvented. Portable toilet systems exist, but again, it’s best not to test the neighbors’ patience and understanding by using one in the front yard. Another valid rule is to limit or outright prohibit the use of cell phones and electronic games. It’s supposed to be a vacation, so you need to find ways to keep yourself happily busy.

Since many campgrounds have pools, barbecues, and games like horseshoes, if your yard has them, the driveway glamping rules allow their use; if not, consider investing in a few outdoor games. Several other notable gear suggestions include a battery-operated fan to alleviate the heat of summer days and nights, a battery-operated lantern, insect repellent, compact flashlights with fresh batteries for all campers, and a ukulele.

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Marvel’s Spider-Man video game is coming to PC http://transworldgames.com/marvels-spider-man-video-game-is-coming-to-pc/ Thu, 02 Jun 2022 23:53:58 +0000 http://transworldgames.com/marvels-spider-man-video-game-is-coming-to-pc/ In what was originally a PlayStation exclusive, Insomniac Games announces Marvel’s Spiderman video game will be available for PC, which also includes the sequel, Marvel’s Spider-Man: Miles Morales. Check out the trailer below which shows remastered footage, and regarding the changes for PC, it’s confirmed that the game will be playable on both mouse and […]]]>

In what was originally a PlayStation exclusive, Insomniac Games announces Marvel’s Spiderman video game will be available for PC, which also includes the sequel, Marvel’s Spider-Man: Miles Morales.

Check out the trailer below which shows remastered footage, and regarding the changes for PC, it’s confirmed that the game will be playable on both mouse and keyboard.

“I am extremely satisfied with our collaboration with Insomniac on the Marvel’s Spiderman series, the support shared between our teams and their concern for quality above all else is inspiring. This allows our team to leverage our technical expertise and focus on creating the best possible PC experience that takes advantage of all the exciting possibilities the PC platform has to offer,” said Jurjen Katsman, Founder and Senior Director of Development for Nixxes, who coordinated the move to PC. “Our team have always been big fans of Insomniac’s work and have partnered with them to bring Marvel’s Spider-Man Remastered and Marvel’s Spider-Man: Miles Morales on PC in the best possible way, it’s something we’re hugely excited about.”

Developed by my teammates at Insomniac Games in conjunction with Marvel, Marvel’s Spider-Man Remastered introduces you to a seasoned Peter Parker who fights big crime and iconic villains in Marvel’s New York. At the same time, he struggles to balance his chaotic personal life and career while the fate of Marvel’s New York rests on his shoulders. The same goes for our version of Miles Morales as he takes on the challenge of becoming a new Spider-Man for his community and the city. In Marvel’s Spider-Man: Miles Morales – currently available on PS4 and PS5 – Miles is adjusting to his new home in East Harlem while following in the footsteps of his mentor Peter Parker. But when a fierce power struggle threatens to destroy his new home, Miles realizes that with great power, there must also come great responsibility. Miles must take up the Spider-Man torch and possess it to save Marvel’s New York.

Marvel’s Spiderman The series has now sold over 33 million copies worldwide, as of May 15, 2022.

The game becomes available on August 12, 2022 when it launches on Steam and the Epic Games Store.

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