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Latest news, updates, and insights about the HTML5 gaming industry.

Gaming Has the Worst Paid Conversion of Any App Category. Settle Paid-Access Rights Before You License HTML5 Games.

Before you license HTML5 games for a paid portal, check the licence actually permits charging players — then price it against the worst paid conversi...

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Google Crawled All 500 of Your Licensed Game Pages. The Ones That Rank Are the Category Pages.

When you license HTML5 games by the hundred, page count is not traffic. Search rewards pages you build around a catalogue, not the per-title pages it...

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The Builds Land in a Day. The Metadata Is What Holds Your Launch for Six Weeks.

When you license HTML5 games by the hundred, the builds land in a day and the metadata is what holds your launch for weeks. Almost nobody prices that...

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Your Games Portal Runs a Fixed Ad Waterfall. An Auction Pays 10–20% More for the Same Traffic.

If you license HTML5 games for an ad-funded portal, a fixed ad waterfall quietly costs you 10–20% against a real-time auction — same traffic, same ga...

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An iPhone Will Not Rotate for Your Game. Make Orientation a Catalogue Filter Before You License HTML5 Games.

Check orientation before you license HTML5 games. Safari on iOS has never shipped screen-orientation lock, so a landscape-only title cannot rotate a p...

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$200, $500 or $800 for the Same Non-Exclusive Game: Pick the Payment Model Before You License HTML5 Games

Published rates to license HTML5 games differ by a factor of ten. Flat fee, term licence, revenue share and buyout price one thing: who carries traffi...

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Telcel Prepaid Cannot Pay Google Play. License HTML5 Games for Mexico on the Rails That Actually Clear.

Before you license HTML5 games for Mexico, settle how the player pays: Google Play carrier billing covers Telcel postpaid only, and prepaid runs the m...

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December Is a Read-Only Month. License Branded Games for Q4 Before the Change Freeze, Not After It.

If you plan to license branded games for a Q4 campaign, the deadline that matters is your client's change freeze, not the launch date on the media pla...

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Your Licence Survives the Licensor's Collapse. Your Hosted Catalogue Doesn't.

When you license HTML5 games, the contract usually survives a licensor's insolvency. The files, the hosting and the update pipeline are the parts that...

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You Sold a Leaderboard. The Licensed Build Emits No Score. Settle That Before You License HTML5 Games.

Before you license HTML5 games for a tournament, prize draw or sponsor leaderboard, settle one question: does the build emit a score your servers can ...

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One Script Tag, One Server, One Currency: What Telegram Demands Before Your Licensed Games Run There

Before you license HTML5 games for a Telegram Mini App, know this: Telegram will not run a folder of builds. It wants a script tag, a server and Stars...

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A Multiplayer Title Isn't a File, It's a Running Server. Settle That Before You License HTML5 Games.

Before you license HTML5 games that include multiplayer titles, find out whose server the game calls at runtime. On most catalogue builds, the answer ...

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Your In-Store Screens Can't Be Played. License HTML5 Games for the Phone in Front of Them.

Before you license HTML5 games for retail screens, settle one thing: most in-store signage has no input device, so the game has to run on the shopper'...

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You Write the Forecast, Then Owe Half of It: Four Routes to License Branded Games

There are four ways to license branded games for a portal, campaign or event, and they differ far less on price than on who carries the risk when nobo...

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Your Portal's Coin Wallet Is the Regulated Product. The Games You Licensed Can't Be Patched to Fix It.

Before you license HTML5 games for a portal that sells coins, settle one thing: EU consumer law lands on the wallet you built, not on the games you li...

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Gaming Has the Highest Invalid-Traffic Rate of Any Vertical. Budget the Clawback Before You License HTML5 Games.

Before you license HTML5 games to monetise with ads, model the invalid traffic: gaming has the highest IVT rate of any vertical, and clawbacks run lat...

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The Renewal Date on Your Games Licence Is a Decoy. Diarise the Notice Date Before You License HTML5 Games Again.

Before you license HTML5 games for a second term, find the notice date in your renewal clause — not the expiry date. That is the day your leverage qui...

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The Aircraft Has Satellite Wi-Fi Now. License HTML5 Games That Still Run With the Internet Switched Off.

Before you license HTML5 games for an in-flight portal, check that every build runs with the internet switched off, because most of the cabin never g...

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Four Out of Five Suppliers Answer Your RFP With AI. Rewrite It Before You Buy HTML5 Games.

When you buy HTML5 games by the catalogue, the RFP that priced your last software deal won't price this one: title count and price per title decide li...

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Games Tops Every Ad-Block Table. Model the Blocked Third Before You License HTML5 Games.

Games sites carry the highest measured ad-block rate of any vertical, so model the blocked share before you license HTML5 games on an ad-funded porta...

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A Market Map of Web Games Found 13 Categories. When You License HTML5 Games You Are Buying One of Them.

When you license HTML5 games you are buying one category out of thirteen, and the other twelve — hosting, analytics, ads, payments, localisation — la...

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Indonesia Has 126 Million Players. Thailand Has the Money. License HTML5 Games for Southeast Asia One Country at a Time.

Before you license HTML5 games for Southeast Asia, split the region into six markets: player count and player spending point at two wholly different c...

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A 30-Day Games Pilot Gives You 200 Sessions Per Title. Rank the Licensor, Not the Games.

Before you license HTML5 games, run the pilot on delivery, support and licence terms — not on retention curves your pilot traffic is far too thin to m...

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Add a Prize to a Branded Game and the Winning Score Becomes Evidence

When you license branded games for a prize campaign, the winning mechanic stops being a creative choice and becomes a legal one you have to evidence. ...

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You Bought One Games Licence and Shipped It to Nine Clients. Sublicensing Is the Clause That Decides Whether That Was Allowed.

If you license HTML5 games for client work, the sublicence clause decides whether you may put a single title into a client's product. Most are silent....

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A PWA Can't Cache a Game It Doesn't Host. Settle That Before You License HTML5 Games.

Before you license HTML5 games for a PWA, settle hosting: a service worker cannot cache a game served from your licensor's domain, so offline play die...

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"Significant Change" Is Now the Developer's Call. A Licensed Android Catalogue Makes One Every Month.

If you buy Android games as a catalogue and publish under your own developer account, the new app-store age laws land on you, not on the licensor who ...

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Poki Runs on Search. CrazyGames Runs on Direct. Decide Yours Before You Buy HTML5 Games.

Before you buy HTML5 games, name the surface that will carry them: a new portal inherits none of the search authority or brand recall big destinations...

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A Prepaid Games Bundle Doesn't Churn. It Fails to Bill.

Before you license HTML5 games for a carrier bundle, model the prepaid balance: most loss on an operator games service is failed billing, not churn. ...

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"White-Label" Is Four Different Purchases. Decide Which One Before You License HTML5 Games.

Before you license HTML5 games under your own brand, decide which white-label tier you are buying — portal skin, in-build branding, reskin, or bespoke...

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