Over the past weeks, we’ve had positive conversations with @Streamlabs and are happy to have reached a path forward.— OBS (@OBSProject) December 24, 2021
We appreciate them acting quickly to remedy the situation and look forward to working together to benefit the streaming community.
Previously, it was reported that Streamlabs was caught plagiarizing OBS, stealing their name and Trademark. Near the launch of SLOBS, reached out to OBS about using the OBS name. OBS had kindly asked SLOBS to not use their name whenever asked, however it was done so anyways. Streamlabs launched an app called Streamlabs Deck in 2018, a year after Elgato launched the Stream Deck. Streamlabs also plagiarized Lightstreams advertisement.
It was announced that Streamlabs and OBS have committed to a Long-Term Collaboration.
Per OBS Blog, it was mentioned that First and foremost, we want to thank you all again for your incredible outpouring of love and support for OBS. Everyone on the team is incredibly thankful and humbled by your enthusiasm for what we do.
Second, we wanted to share some positive news: In the past few weeks, Jim and the team have been in discussion with Streamlabs to have a transparent conversation on trust and partnership, and together, we now have a plan moving forward.
Both of our teams have a shared mission to support streamers, and the industry is better when we can all work together. We are happy to have Streamlabs support the project in the long term so we can continue to build tools for the community.
We would like to thank the team at Streamlabs for listening and taking immediate action to resolve the issues that led to the current situation. While past actions cannot be changed, we look forward to a fresh start.
To all of you: thank you once more for being so supportive, and stay tuned for more updates!
The OBS Team
It remains to be seen if SLOBS plans to reach out to Lightstream and Elgato to work out any type of agreement over stealing from them. SLOBS should have reached out to these companies and asked for assistance. I am sure they would have done so, as they all want to support streamers and their success. Working together can help benefit streamers and these companies into the future with long-term commitments together.
Follow Gamactica Portals, to find out more information about this story!
Labor Board Says Activision Blizzard Illegally Threatened Staff
The United Sates National Labor Board says that Activision Blizzard, the publisher behind such games as Call of Duty and Overwatch, illegally threatened staff and enforced a social media policy that conflicts with workers’ rights, according to Bloomberg.
This yet another negative mark on the company, and comes following a complaint filed with the NLRB filed against Activision Blizzard that claims employees were being threated for discussing wages and working conditions via the company’s internal Slack channel.
If Activision Blizzard does not settle this issue, the company will receive a formal complaint from the National Labor Relations Board’s regional director in Los Angeles.
Take-Two Interactive Acquires Zynga
Take-Two Interactive has officially completed it’s acquisition of mobile studio Zynga, following shareholder approval from both parties being completed last week.
With the acquisition, Take-Two now owns all outstanding shares of the company for approximately $12.7 billion, in what that company is describing as a “pivotal step” in their plans to expand their mobile side of offerings..
“We are thrilled to complete our combination with Zynga,” Take-Two chairman and CEO Strauss Zelnick said in an official announcement. “As we bring together our exceptional talent, exciting pipelines of games, and industry-leading technologies and capabilities, we believe that we can take our portfolio to another level of creativity, innovation, and quality.
“We are eager to continue building an unparalleled portfolio of games that will reach broader markets and lead to continued growth for this next chapter of Zynga’s history” Zynga CEO Frank Gibeau said.
Tencent Releases Q1 Financial Results, Gaming Accounts for 32% of Revenue
Chinese tech juggernaut Tencent has released it’s Q1 financial results, which ended on March 31st, and show a reported total revenues of RMB 135.5 billion ($21.3 billion), which is in-line with the $20.2 billion reported back in Q1 of 2021.
Additionally, Games account for 32% of Tencent’s $21.3 billion in revenue.
According to GamesIndustry.biz, Tencent profits are down 52% from RMB 23.7 billion ($3.7 billion), operating profit was down 15% year-on-year to RMB 36.5 billion ($5.8 billion). Operating margin decreased from 32% in Q1 2021 to 27%.
In regards to Tencent’s gaming side of the business, the revenue for domestic titles (those in China) sow a slight dip of 1%, attributed to “direct and indirect effects” of measures implemented in China to protect minors from excessive gaming.
Titles such as League of Legends: Wild Rift and Fight of The Golden Spatula saw a rise in revenue, but were offset by the declines in Call of Duty Mobile, among other titles.
In regards to titles outside of the market in China, gaming revenue spiked 4% year-on-year to RMB 10.6 billion ($1.6 billion), largely due to the success of Valorant and Clash of Clans, but Tencent did report a decline in revenue from PUBG Mobile, explaining “as user spending normalized post-COVID.”
Domestic games accounted for 24% of the company’s total quarterly revenues, slightly down from 25% in Q1 2021, with international games accounting for 8%, a rise from 7%.
Read more, including comments from Chief strategy officer James Mitchell, over at GamesIndustry.biz.
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