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Latest news, updates, and insights about the HTML5 gaming industry.
The Brand Decides Which Ads Can Sit Next to Its Game. Settle Ad Adjacency Before You License Branded Games.
Before you license branded games, settle which ads may run beside them. The brand's approval terms usually cut your inventory harder than COPPA or th...
Chrome Now Unsubscribes Your Quietest Players. Own the Re-Engagement Layer Before You License HTML5 Games.
Chrome now auto-revokes notification permission from low-engagement sites. Settle who owns the re-engagement layer before you license HTML5 games for...
When You Buy a Games Portal You Are Buying Traffic, Not Games. Price Them Separately Before You License HTML5 Games.
Buying an existing games portal rarely transfers its game licences — you pay acquisition prices for traffic, then license HTML5 games separately anyw...
Your Catalogue Licence Freezes on Signature Day. Check the New-Releases Clause Before You License HTML5 Games.
Most catalogue contracts fix the title list on signature day. Settle whether new releases are included before you license HTML5 games, not at renewal...
Your Retail Media Network Only Has Inventory While Someone Is Shopping. License HTML5 Games for the Rest of the Week.
Retail media inventory only exists while someone is shopping. License HTML5 games and your site earns new sessions instead of slicing the same ones t...
Three Licensors Don't Give You Three Catalogues. Count Unique Titles Before You License HTML5 Games.
Count unique titles, not headline ones, before you license HTML5 games from a second supplier — non-exclusive deals mean catalogues overlap by design...
Your Licensed APKs Now Have to Ask How Old the Player Is. Settle Age Signals Before You Buy Android Games.
Before you buy Android games for your app, settle age signals: state law now pushes a player's age bracket into your app, and a licensed build can't r...
Your Club App Has Nine Matchdays and 356 Quiet Ones. License HTML5 Games for the Days in Between.
Sports teams license HTML5 games to keep a club app alive between fixtures — nine home dates a season leaves 356 days of sponsor inventory unsold. ...
Agencies Lose the Account Before the Licence Expires. Name the Client Before You License HTML5 Games.
Before you license HTML5 games for a client campaign, settle whose name goes on the agreement — the agency's or the client's. That single line outliv...
Where the Game Files Live Decides Your Load Time. Settle Hosting Before You License HTML5 Games.
Before you license HTML5 games, settle where the builds are hosted: a hosted iframe and a self-hosted copy load at very different speeds in your mark...
A Mini-Game Platform Cannot Run Your iframe. Settle Adaptation Rights Before You License HTML5 Games.
Before you license HTML5 games for WeChat, Douyin or YouTube Playables, settle adaptation rights — none of those platforms will run the iframe a lice...
Your Games Licence Says You'll Report Plays Monthly. Nothing in Your Stack Counts a Play.
Before you license HTML5 games on a revenue share, settle what a play is. The reporting clause obliges you to send a number every month, and no single...
Your Booth Game Is Not a Lead Form. Decide the Data Path Before You License HTML5 Games.
Before you license HTML5 games for a booth, decide where the lead data lands. The organiser's badge scanner and your own game sit on different legal ...
Five Ways to Get an Android Games Catalogue. The Only Question That Separates Them Is Who Rebuilds It Next August.
Before you buy Android games for a catalogue app, price each sourcing route by who owns the next Google Play deadline, not by the cost per title. ...
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...
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...
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...
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...
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...
$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...
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...
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...
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...
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 ...
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...
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 ...
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'...
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...
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...
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...