. | . |
From 'Minecraft' to 'Valheim', Sweden conquers gaming world by AFP Staff Writers Stockholm (AFP) March 12, 2021 Sweden has given the world music stars like ABBA and Robyn, but its biggest cultural export these days is video games, which now rival the country's traditional shipments of iron ore and paper. - Industry levels up - "Valheim", a Viking-themed survival game, is the latest to rise to fame, with five million copies sold since its early-access release last month. It follows a long line of global successes such as "Minecraft", "Candy Crush Saga", and critically-acclaimed artistic games such as "Unravel" that have catapulted Sweden into the top echelons of the gaming world. US and Japanese companies dominate the global gaming scene, but Sweden holds its own for a small country of 10 million people. According to a December report from the Swedish Games Industry, the country's game makers drew in a total of 2.32 billion euros ($2.77 billion) in 2019, up 24 percent from a year earlier. For 2020 the figures are expected to be even higher, as people spent more time in front of their screens when virus restrictions confined them to their homes. The number of Swedish gaming companies doubled since 2014, hitting 435 in 2019 and employing over 9,000 people. In terms of revenue, Sweden's largest gaming companies were "Minecraft" developer Mojang, publisher Embracer Group and King, creator of the popular mobile game "Candy Crush". Several of Sweden's successful studios have been scooped up by American behemoths. Electronic Arts bought DICE, developer of the "Battlefield" series, in 2006. However, Sweden's Embracer Group has been on an acquisition spree of its own in recent years. After taking over "Borderlands" developer Gearbox, Embracer said in February its market cap had surpassed that of France's Ubisoft, making it the most valuable gaming company in Europe. - Pivot to success - Like with other Swedish digital success stories -- think music streaming giant Spotify -- many analysts point to the adoption of Sweden's "Home PC Reform". Passed by parliament in 1997, it allowed for tax benefits that enabled Swedes to lease a computer through their employer, making PCs commonplace in Swedish homes early on. Per Stromback, spokesman for Swedish Games Industry, told AFP that home computers certainly had an impact, but the real roots of the Swedish scene go back to the "boys' rooms of the 80s." "It's about a generation that learned to programme on Commodore 64s, and learned to create games by playing 'Dragons and Demons'," a Swedish game similar to "Dungeons and Dragons", Stromback said. Most major Swedish studios were founded by people born in the 1970s, he said. Another key event for Swedish game makers was the crash of the dot-com bubble in 2000, he noted. Gaming studios existed in Sweden in the 1990s, but were mostly focused on educational games in Swedish and were wiped out as investment capital dried up. But out of those ashes rose a new generation of studios that instead targeted the international market. "It was the shift in focus from the Swedish market to a global market that laid the foundation for the export success," Stromback said. - Indie hits - Many of Sweden's video game studios are now developing games with exorbitant budgets comparable to Hollywood movies, often called AAA titles. But several got their start as small independent teams, or indie studios, that developed surprise hits. One such example is Frictional Games, based in the southern city of Helsingborg, which had only had a handful of employees when its "Amnesia: The Dark Descent" was an unexpected success in 2010. That hit also helped propel the now-massively popular YouTube personality and fellow Swede PewDiePie to fame when his scared reactions to the horror game went viral. Markus Persson, also known as Notch, created the original "Minecraft" by himself, which became a global phenomenon and was sold, together with Mojang, to Microsoft in 2014 for $2.5 billion. More recently, "Valheim" developer Iron Gate had a team of only five people when it released the game in early February.
Roblox, after winning over kids, becomes a hit on Wall Street San Francisco (AFP) March 10, 2021 The Roblox game world that has won over children around the world and became a pandemic hit scored big on Wall Street Wednesday, as newly listed shares surged. The company's shares listed under the symbol RBLX on the New York Stock Exchange closed the trading day up 54 percent to $69.50, from a reference price of $45 as part of so-called direct listing. That gave the gaming platform and pandemic star a valuation of some $40 billion. "We are deeply humbled by the overwhelming support for @Ro ... read more
|
|
The content herein, unless otherwise known to be public domain, are Copyright 1995-2024 - Space Media Network. All websites are published in Australia and are solely subject to Australian law and governed by Fair Use principals for news reporting and research purposes. AFP, UPI and IANS news wire stories are copyright Agence France-Presse, United Press International and Indo-Asia News Service. ESA news reports are copyright European Space Agency. All NASA sourced material is public domain. Additional copyrights may apply in whole or part to other bona fide parties. All articles labeled "by Staff Writers" include reports supplied to Space Media Network by industry news wires, PR agencies, corporate press officers and the like. Such articles are individually curated and edited by Space Media Network staff on the basis of the report's information value to our industry and professional readership. Advertising does not imply endorsement, agreement or approval of any opinions, statements or information provided by Space Media Network on any Web page published or hosted by Space Media Network. General Data Protection Regulation (GDPR) Statement Our advertisers use various cookies and the like to deliver the best ad banner available at one time. All network advertising suppliers have GDPR policies (Legitimate Interest) that conform with EU regulations for data collection. By using our websites you consent to cookie based advertising. If you do not agree with this then you must stop using the websites from May 25, 2018. Privacy Statement. Additional information can be found here at About Us. |