With a chart of the
digital entertainment segment, we are provided a look at how well the company performed and what the company has planned for the future.
If you happen to be inspired by the information presented —
between entertainment segments — about research generating a call to neighborhood station to a donation, thank somebody.
Sales from the cloud computing business climbed 130 % to about 1.5 billion yuan while revenue from the media and
entertainment segment surged four-fold to 3.6 billion yuan.
What you might have missed: Revenue for Disney's
studio entertainment segment dipped 2 % in the quarter, to $ 1.9 billion, because of lower box - office numbers in what was a down year overall for movie - ticket sales.
«The Company forecasts that actual business results from its Digital
Entertainment Segment substantially fall below its plan primarily due to slow sales of major console game titles in North American and European markets.
«The Digital
Entertainment segment consists of planning, development, distribution, and operation of digital entertainment content primarily in the form of game.
«Net sales and operating income in the Digital
Entertainment segment totaled ¥ 191,469 million (a decrease of 3.8 % from the prior fiscal year), and ¥ 43,421 million (an increase of 30.4 % from the prior fiscal year), respectively.»
During the six - month period ended September 30, 2015, in the
Digital Entertainment segment, «SENGOKU IXA,» a PC browser game, and games for smartphones such as «DRAGON QUEST MONSTERS SUPER LIGHT,» «SCHOOLGIRL STRIKERS,» «FINAL FANTASY RECORD KEEPER,» and «Kai - ri - Sei Million Arthur» have continued to ride high on its already solid growth, and «MOBIUS FINAL FANTASY» made an encouraging start.
We're competing with some very good competitors in the gaming and
entertainment segment, and on the other end of the spectrum we're competing with some very capable cloud vendors in the enterprise space.
This extends far beyond
the entertainment segment to also include broadcast news and other mainstream media outlets.
Chinese e-commerce giant Alibaba Group Holding Ltd has reported strong revenue growth for the second quarter led by its core business as well as the digital media and
entertainment segment.
Bloom also ignores the failure of higher education's potential allies in government and industry, particularly its communications and
entertainment segments, to advance the cause or spirit in which he believes.
The 2018 Lexus RX 350 gets good marks in both safety and
entertainment segments and comes close to the German and Italian rivals, as it is.
The Digital
Entertainment segment, which includes their game business, performed really poorly and they have blamed it on underperforming titles in North America and Europe.
The entertainment segment includes Koei Tecmo's console, PC, mobile and social games.
Sales in
the entertainment segment were up over last year at ¥ 14,638 million.
The entertainment segment accounts for 87.5 % of Koei Tecmo's total sales revenue.
It was
the entertainment segment which remained the biggest again for the company.
(Apparently their meetings to elect new directors and amend their constitution lacked a little in
the entertainment segment.)