RPG games have the most consumer spend, with $25 billion in in-app purchase spend: Report

data.ai (formerly App Annie),  reveals in its annual State of Mobile 2023 Report that demand for…

Online gaming will continue to grow and reach over 500 million gamers by 2022: FICCI EY report

The FICCI-EY report ‘Playing by New Rules’ which was recently launched found that the Media and…

Hungama most trusted TV channel among kids; gaming and digital media keep kids glued: Ormax Report

Disney Network’s Hungama is the most trusted TV channel among kids between ages six to 14…

‘Ludo King’ creator Vikash Jaiswal shares its journey from idea to 500 million downloads worldwide!

If you are a 90’s kid you will remember how the summer holidays were incomplete without…

Two new features added to ‘Ludo King’; Quick Ludo and five to six player modes

Gametion Technologies’ Flagship mobile game Ludo King today announced the launch of QUICK LUDO mode for faster engaging experiences. Ludo King…

‘Ludo King’ crosses 500 million downloads worldwide

Gametion Technologies’  mobile game Ludo King has crossed a total of 500 million downloads worldwide, making…

‘Ludo King’ adds in-game voice chat and share e-greetings features

Gametion Technologies, Indian developer of  gaming app, Ludo King, Carrom King, Sudoku, introduced two important updates…

Five reasons why 2020 is the year of gaming

We are halfway through the year 2020 and we have seen a lot of transformation, innovation…

India’s gaming scene is likely to keep growing post the pandemic

The COVID-19 pandemic has stilled sports stadiums and arenas into silence, with players kept in lockdown.…

Most played game online and mobile over the Covid-19 lockdown in India is ‘PUBG’

According to SEMRush study online games like PUBG, Minecraft, Fortnight Battle Royale, League of Legends, Counter-Strike, World…

Assessing the post-pandemic ad revenue model of the gaming world

The global pandemic of Covid19 has affected every sector by varying degrees. Many offices have had…

Rising internet users, COVID-19 pandemic and social distancing results increase in game consumption

The disruption caused due to COVID-19 pandemic and practicing of social distancing, have resulted in boredom…