The future of mobile gaming – Axios

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Alien Isolation for mobile. Screenshot: 20th Century Studios/Sega
The mobile gaming scene is likely to get more games in 2022 that were also made for PC and console, TouchArcade editor-in-chief Jared Nelson tells Axios.
Why it matters: Mobile is already the biggest sector in gaming, but what constitutes a mobile game is rapidly changing.
Between the lines: Mobile’s crossover games can be ports (new versions of old PC/console games) or multiplatform (launching at or close to the same time on console/PC and mobile).
State of play: One of the biggest games in the world, Genshin Impact, runs on mobile and console.
The big picture: The mobile gaming market generated $93.2 billion last year and comprised 52% of the industry, according to industry tracker Newzoo
The bottom line: A lot of attention is paid to the growing size of the mobile gaming scene, but Nelson emphasizes that the quality of mobile gaming is also on the rise.
A record number of advertising and marketing technology companies went public last year, according to a new report from LUMA Partners, a leading media and marketing investment firm. Deal volume among ad tech, marketing tech and digital media companies soared 82% year-over-year.
Why it matters: It wasn't long ago that investors were pulling back from the ad tech industry, fearing it would crumble as the sector moved away from tracking cookies and toward privacy-focused targeting solutions.
Dying Light 2. Screenshot: Techland
A weekend promotional announcement that the upcoming zombie game Dying Light 2 will take 500 hours to complete drew a lot of negative replies.
Why it matters: Big-name games keep getting longer, squeezing out other games and frustrating some players.
llustration: Eniola Odetunde/Axios
For the first time since the start of the pandemic, most knowledge workers are in hybrid work arrangements, partly remote and partly in-office, a new survey finds.
By the numbers: 58% said they now work this way, in a survey of around 10,000 knowledge workers from the U.S., Europe, Australia and Japan, conducted last November by Future Forum, a research group backed by Slack.
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