// initialize jwplayer var playerInstance = jwplayer('player'); // player dom elements var playerContainerEl = document.querySelector('.player-container'); // returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); } // returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); } // configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' }); // when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED }); // get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl); // set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px'; // below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop; if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); } // namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false; // window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); }; });

SuperData Research has released their 2019 report on the video games industry and the overall results from the digital market worldwide.

Their extensive research report is available to download for free and provides insight into the free to play category, premium games, and streaming services for 2019.

The report has revealed that Call of Duty titles collectively generated over $1.1 billion in revenue in 2019.

Call of Duty: Modern Warfare generated over $647 million in revenue through the end of the year. The title released in October and, per Activision, is the most played Call of Duty game of this console generation.

Call of Duty: Black Ops 4’s post launch microtransactions also performed well through the end of the year with the game generated $487 million in revenue in 2019. Combining those two, Call of Duty generated $1.13 billion in revenue in 2019.

Source: SuperData

Call of Duty: Mobile also released in 2019, and per Super Data, the title generated $116 million total in revenue.

Bringing AAA game franchises to mobile proved to be a successful strategy for publishers. Call of Duty Mobile earned $116.8M in 2019 a\er its October release, and Mario Kart: World Tour also launched on mobile. Instead of simply applying a franchise brand to a mobile game, these games truly mirror the feel of their console counterparts. Their success also shows that gamers are willing to play a wide range of genres on a touchscreen.

The industry continued to shift towards free to play in 2019 with free to play games generating a 6% increase in revenue in 2019 versus 2018. More companies are slowly starting to adopt the free to play model, bringing more players into their game universe.

2020 is a big year for gaming as the new generation of consoles arrive. The PlayStation 5 and Xbox Series X will be launching in Holiday 2020.

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