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Research claims that five per cent of spenders generate 50 per cent of total loot box revenue in a given year
1 in 6 have taken money from their parents without permission
Research suggests that the bulk of users aren't turning to multiplayer experiences
According to research done by external company
They can also help with creativity, empathy and wellbeing
That's $600m more than previously predicted, but well below the $7.7bn it had originally forecast
Research says that parental controls should be easier to understand
"Gaming communities on Reddit are incredibly engaged"
Up 11 per cent year-on-year
Games studio claims that the research firm's methods are inaccurate
But racism and sexism have increased, both in the workforce and the audience
"This research is being conducted to find out about the energy use and associated carbon emissions of digital game production both in individual workplaces and across the sector as a whole"
Shifted 3.3m copies digitally, according to the research firm
Oxford Internet Institute says that obsessive play is tied to other factors
30 per cent of US citizens pay for gaming subscription service
Yeah, this is what we need right now.
More fps and battle royales :S
Except this statement have been done by anon source and nobody, including Kotaku or PCgamer is able…
You are comparing unique logins to hourly concurrency... it's like comparing an apple to a banana…
What are you talking about, "their prizes were taken away". So called "pro" players cheating... They…
this is hilarious