1，據venturebeat的消息稱Machine Zone聯手Arnold Schwarzenegger推出了旗下新的手機遊戲Mobile Strike 全新的營銷廣告。
Mobile Strike玩法上幾乎是Machine Zone另外一款大作Game of War: Fire Age的現代版。
2，據games industry的消息稱App Store 2015年度的遊戲top 10包括：Lara Croft GO、Fallout Shelter、Mr Jump、Dark Echo、Warhammer 40,000: Freeblade、Hearthstone: Heroes of Warcraft、Vainglory、Dungeon Boss、Puzzle Craft 2和PAC-MAN 256。
1，Gearing up for the holiday rush, developer Machine Zone has launched a second video ad featuring Terminator star Arnold Schwarzenegger to promote the modern-combat Mobile Strike game.
The new ad is part of a series of Schwarzenegger commercials promoting Mobile Strike, which is battling for the attention of mobile gamers as the all-important holidays approach in the $30 billion mobile-game industry.
Thanks in part to the Governator, Mobile Strike has steadily climbed the charts of the top-grossing list for iOS games in the past few weeks. After months of limited release, the new game debuted broadly on iOS and Android on November 11, and it is currently No. 17 of the top-grossing iOS games in the U.S.（source：venturebeat.com ）
2，Apple has named Lara Croft GO as the best iOS game of 2015, placing just ahead of Bethesda’s breakout hit Fallout Shelter and 1Button’s Mr Jump.
This is a marked difference from 2014, when the top honours went to Monument Valley and Threes, both of them from independent developers. Lara Croft GO was developed at Square Enix Montreal, while Fallout Shelter was made by Bethesda and announced at an E3 press conference.
Mr. Jump is the exception, a one-button platformer created by a team of three people based in France. Another of 1Button’s products, Super Sharp, also made it into Apple’s top 20 games.
The top 10, decided by the App Store editorial team and not based on sales, is below:
1. Lara Croft GO
2. Fallout Shelter
3. Mr Jump
4. Dark Echo
5. Warhammer 40,000: Freeblade
6. Hearthstone: Heroes of Warcraft
8. Dungeon Boss
9. Puzzle Craft 2
10. PAC-MAN 256（source：gamesindustry.biz ）
3，Bethesda Softworks is the latest publisher to set up shop in Quebec, as the company today announced the opening of its new Montreal development studio. With Yves Lachance in the role of studio director, Bethesda Game Studios Montreal was established by the publisher “to expand its development capabilities in console, PC, and mobile gaming.”
“We’ve worked with some very talented developers in Montreal for a long time, and decided it was time to open a studio there,” said Bethesda game director and executive producer Todd Howard. “It’s exciting to think about the new games we’ll be building together.”
Lachance has spent most of the last decade at Behaviour Interactive, a Montreal studio that has specialized as a work-for-hire shop assisting larger publishers. While there he helped oversee the studio’s work on a number of such projects, including Bethesda’s Wolfenstein: The New Order and Fallout Shelter.
“Our collaboration with Bethesda Game Studios has been an exhilarating and memorable journey already,” said Lachance. “We are thrilled to be launching the studio in Montreal and contributing our city’s great game-making talent to the kind of games that Bethesda Game Studios is known for.”（source：gamesindustry.biz ）
4，About 1 out of every 11 funded Kickstarter projects end in failure, according to a new study from a researcher at the Wharton School of the University of Pennsylvania.
In March, the crowdfunding website invited Professor Ethan Mollick to assess how many of the projects on its site failed to follow through on their promises. While Kickstarter collaborated with Mollick to gather data, all of the professor’s analysis was conducted independently, and he was not compensated for his work.
When asked about rewards, 5.2 percent of respondents said they never received them, while another 2 percent received a reward, but felt it was not what they had been promised. Mollick limited his definition of failure to those outcomes, although another 18.8 percent of survey takers said they had not received a reward yet but were still expecting to get it eventually.
Even though 7.2 percent of respondents said their projects failed, different backers could disagree on whether or not a specific project fulfilled its reward as promised. To adjust for this, Mollick reported different failure rates depending on how strict one wanted to interpret the idea of a failed campaign. If the threshold of failure was having a single unsatisfied backer among the respondents, then Mollick found 9.95 percent of campaigns would be considered failures. If all responding backers had to consider a project a failure, then the number dropped to 5.6 percent. And if at least half of backers had to consider a project a failure, then the rate is about 8.6 percent, still low enough for him to deem it a “relatively rare” occurrence.
He added that there are few commonalities behind projects that end in failure. Those raising under $1,000 tend to fail at a slightly higher rate, as do campaigns for food, technology, or film projects. Music was one genre where failure happened much less frequently.
“The fact that failures seem to be distributed in non-predictable ways should offer some comfort about the underlying ability of backers to weed out projects that might offer obvious signs of trouble),” Mollick said, adding, “Ultimately, there does not seem to be a systematic problem associated with failure (or fraud) on Kickstarter, and the vast majority of projects do seem to deliver.”（source：gamesindustry.biz ）