Tencent dominated the China mobile games market in 2016 with around 50 % market share, but NetEase's mobile
game revenues grew by more than 2X to quickly chase Tencent for the top spot.
TenCent (largest company in Asia; largest gaming company) + China (largest gaming market) + mobile (Tencent's smartphone
game revenue grew by 84 percent FYoFY) + PUBG (at current trends, 150 % of the people on the planet will soon be playing it) = Big Money
Despite a mobile slowdown, US digital
game revenue grew 6.4 percent year - over-year in February across console, PC and...
Not exact matches
Last quarter it
grew 19 percent year over year, faster than any other category, as the App Store logged its highest - ever
revenue amid
game craze «Pokemon Go.»
The Olympics are a great opportunity to engage a captive global audience that is hungry for
games - related content, but to reach your target audiences, generate demand and
grow revenue takes a bit of planning and working with the right localization service provider.
Yong thinks MSG's media segment — it owns three television stations, two of them broadcast the Knicks and Rangers plus hockey's Buffalo Sabres, New Jersey Devils and the New York Islanders
games — will
grow revenues by 9 % year - over-year in Q3, thanks to a 17 % increase in affiliate
revenue.
An HTC spokesperson said that the company wants to
grow its enterprise business to represent 30 % of its total VR
revenue by 2020, which means video
gamers would still account for the bulk of VR sales.
As Fortune has reported, League of Legends has seen its user base increase rapidly as more and more
gamers flock to the
growing eSports market, which is expected to approach half a billion dollars in global
revenue this year alone as tournaments continue to move into the mainstream.
Cloud services are expected to contribute significantly to the fast -
growing online
games segment, with North American
revenue seen increasing 7.7 % to $ 3 billion by 2014, according to PricewaterhouseCoopers.
In this quarter Weibo value - added service which primarily include
revenue share from Weibo
games and Weibo membership fees
grew 121 % year over year to 9.7 million.
«Clubs, fans and other stakeholders in the
game are demanding a more rational financial approach and this reinforces our conviction that our Club is strongly placed to succeed over the long term, We have qualified for the Champions League for the 15th season in a row whilst off the pitch we have a business strategy and infrastructure that is helping us to
grow our
revenues.»
The topics included; How do firms
grow Why do firms
grow all types of costs economies and diseconomies of scale all types of efficiency
Revenue and profit other motives for firms Strategies to gain market share barriers to entry barriers to exit Theory of the firm types of markets comparisons between markets collusions
game theory price discrimination contestable markets government intervention deregulation And much more!
A re-acceleration of
revenue growth (new console launches should help), plus a
game - changing acquisition or two, will definitely be required for the company's valuation to
grow into the current share price.
In its quarterly update of the Global
Games Market Report, the firm forecasted mobile
games revenues to
grow 25.5 per cent year - on - year and to account for more than 50 per cent of the global
games market as it reaches $ 137.9 billion this year.
Revenue from in -
game transactions
grew 108 % during the quarter.
Every single metric you can imagine
grew: the overall number of
games sold, the audience, the total
revenue and so on.
Whilst NetEase continues to focus on this as their primary strategy, the success of some of the company's
games overseas has seen NetEase begin to look at investments and acquisitions of overseas companies to expand its presence and
grow revenue outside of China.
Recently, the company has been making moves to expand its
games business via indie
games publishing, WeChat Mini
Games and now Serious
Games to
grow both the number of users and total
revenue.
With his leadership we have
grown the
Games business
revenue and profitability significantly, and put together several top
games teams.
Recurrent consumer spending (virtual currency, downloadable add - on content and online
games)
grew 18 % year - over-year and accounted for 57 % of GAAP digitally - delivered net
revenue, or 31 % of total GAAP net
revenue.
The fastest
growing public companies by
game revenues are all Asian and include Sony, NetEase, Mixi, and Konami.
As monetising free - to - play
games grows ever more complex, Develop takes a look at the role of data, brands and ads in generating
revenue
It is worth pointing out that Clash of Clans, a popular mobile
game from SuperCell, is generating more than $ 1.4 billion in gross
revenue each year through the iOS Store and Google Play Store which really puts into perspective how small the portable console software market is for Nintendo compared to the Mobile market which generated over $ 30 billion in 2015 and is set to
grow to $ 35 billion in 2016.
All I'm hoping for now is that the NX is a success for Nintendo and that they can also
grow new
revenue streams for the company so that they can become an IP empire, rather than just a company that makes console
games.
Services such as Steam and Tencent's
Game Platform (TGP) have been gaining traction in the country and recently Valve noted that Asia is the fastest
growing region for Steam with gaming
revenues up 500 % in the last 2 years.
For many the option has been simple and China has
grown to be the largest
games market in 2015 with the majority of
revenue being generated by PC and Mobile
games.
The MENA & Turkish
Game Markets A lot of buzz has been generated about the video game market in the Middle East and North Africa (MENA) region, since it is one of the fastest growing markets in the world, earning over $ 100 million in revenue from online gaming al
Game Markets A lot of buzz has been generated about the video
game market in the Middle East and North Africa (MENA) region, since it is one of the fastest growing markets in the world, earning over $ 100 million in revenue from online gaming al
game market in the Middle East and North Africa (MENA) region, since it is one of the fastest
growing markets in the world, earning over $ 100 million in
revenue from online gaming alone.
The number of mobile
gamers continues to
grow in China, as does
revenue per paying user.
Digital - delivered
revenue (including virtual goods, add - on content and online
games)
grew 43 per cent to $ 106.4 m.
Most notably it has now become the eighth Blizzard
game to generate $ 1bn in
revenue, becoming the studio's fastest
growing game ever in the process and hitting 30m registered players.
Both the
games software division and online mobile division are forecast to
grow in both
revenue and profit whilst the arcade management division is set to see a fall in profit this year.
The industry as a whole
grew more cautious last - gen, and clung more anxiously to the idea that a sequel will always generate at least half the
revenue of the last
game.
TIGA, the trade association representing the UK video
games industry, released new findings today which show the UK video
games development sector
grew to record levels in 2017, with studio headcounts, wider
games industry employment, tax
revenues and investment surpassing previous records.
Nintendo's software
revenues in 2018 will likely
grow strongly as console owners buy additional
games for their brand new consoles.
Second, we have room to
grow our high - margin and recurring in -
game revenue streams through a persistent focus on continuing to add value to all of our players» experiences.
The largest contributors were offerings for the Grand Theft Auto series, the NBA 2K franchise, Borderlands 2, and Sid Meier's Civilization V.
Revenue from recurrent consumer spending (virtual currency, downloadable add - on content and online games) grew 45 % year - over-year and accounted for 58 % of Non-GAAP net revenue from digitally - delivered c
Revenue from recurrent consumer spending (virtual currency, downloadable add - on content and online
games)
grew 45 % year - over-year and accounted for 58 % of Non-GAAP net
revenue from digitally - delivered c
revenue from digitally - delivered content.
Mobile
game revenue is the fastest
growing segment and is projected to overtake PC online
games in 2018, making up 58 % of total
games revenue in 2021.
Mobile
games revenue is the fastest
growing segment and is projected to overtake PC online
games this year, making up nearly two thirds of total
games revenue in 2022.
When analyzing the top five puzzle
game publishers (King, Playrix, Peak, Jam City and Rovio) you come to a conclusion that the puzzle
games are monetizing far better in 2017, as the combined monthly
revenues for the top five publishers
grew over 65 % while the downloads stayed at the same level.
Whilst many have forecasted PC
games revenue to decline over the next few years, Niko Partners has maintained that the PC
games market will continue to
grow, albeit at a slower rate due to continued pressure from the mobile shift and the law of big numbers.
Contest aims to help
grow region's indie scene, devs will retain full rights and
revenues from their
games
Mobile
game spending continues to
grow, and publishers are getting more effective at generating
revenue from...
The move helps developers tap the
growing market for freemium
games, expected to heavily drive mobile gaming
revenues.
If the Platform apps that currently generate
revenue fail to
grow or maintain their users and engagement, if Platform developers do not continue to introduce new apps that attract users and create engagement, if Platform developers reduce their advertising on Facebook, if we fail to maintain good relationships with Platform developers or attract new developers, or if Platform apps outside of social
games do not gain popularity and generate significant
revenue, our financial performance and ability to
grow revenue could be adversely affected.
Juniper Research, in a new mobile
games report, said worldwide
revenues from mobile in -
game purchases totaled $ 2.1 billion in 2011 and are expected to
grow to $ 4.8 billion by 2016.
Game revenue on the App Store and Google Play also
grew at about 30 percent per store over 2016, with an estimated $ 30 billion spent on Apple's platform compared to approximately $ 18 billion on Google's store.
Last quarter, worldwide gross
revenue from mobile
games on the App Store and Google Play
grew approximately 53 percent year - over-year to about $ 11.9 billion, up from about $ 7.8 billion in Q1 2016, according to Sensor Tower Store Intelligence.
Amazon - owned video
game streaming site Twitch today announced a number of new features for streamers aimed at helping their
grow their online communities and generate
revenue from their online channels.
That speaks to a still -
growing market for apps and
games as well as the potential for developers to generate new
revenue streams by way of subscriptions sold through their apps.
There is no doubt that Kakao Talk is continuing to
grow, however, and given the
revenue that the
games service made in Korea, it is taking a big step towards making money from its international users.