For the Win: Breaking Down the Preferences of Asia's Mobile Gamers
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Appannie.Com
A P P A N N I E S T A T E O F M O B I L E 2 0 2 1 E X E C U T I V E S U M M A R Y 2020 Mobile Landscape at a Glance New App App Store Daily Time Spent Mobile Venture Capital Downloads Spend Per User Ad Spend to Mobile Tech S T A T E O F 218B $143B 4.2 Hrs $240B $73B M O B I L E 2 0 2 1 +7% +20% +20% +26% +27% YoY Growth YoY Growth YoY Growth YoY Growth YoY Growth Source: Crunchbase iOS, Google Play, Third-Party iOS, Google Play, Third-Party Android Phones; Among Markets Android in China Android in China Analyzed 2 What's Inside Macro Mobile Trends Gaming Finance Social Networking Video Streaming S T A Retail T E O Food & Drink F M O Marketing & Advertising B I L E Other Industries Embracing Mobile Innovation 2 0 2 Top Apps and Games of 2020 1 3 The Mobile Performance Standard S T A T E O F M O B I L E 2 0 2 1 4 Macro Mobile After a year that welcomed more downloads than ever before, apps should focus on Trends influencing user discovery. 37% of app users we surveyed reported they found a new app through a friend or family member. 67% of users agree when discovering and purchasing new S T apps they trust what they learn from online A T E research, and 50% only consider well-known O F apps. -
Gamewith / 6552
GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
Registration Open for Vbl International Series 2021 En
PRESS RELEASE Frankfurt, Germany 23 April 2021 REGISTRATION OPEN FOR VBL INTERNATIONAL SERIES 2021 • Fourth edition of the Bundesliga’s international EA SPORTS FIFA eSports competition open to all • VBL International Series will feature entrants from 17 countries across three continents • Country Qualifiers and Regional Finals to take place in May • Bundesliga fans can compete for a share of the $10,000 prize pool Registration is now open for the Virtual Bundesliga International Series 2021, where FIFA 21 and FIFA Online 4 players from all over the world can compete with their favourite Bundesliga team to become a VBL International Series champion. Now in its fourth year, the VBL International Series is one of the world’s premier open football esports tournaments, providing gamers of all abilities with the opportunity to play as their favourite Bundesliga heroes on a global stage and prove themselves as one of the top gamers from the Bundesliga’s far-reaching fanbase. Country Qualifiers will begin on 4th May 2021, with entrants competing to become the best in their nation and progress to one of the four Regional Finals. Players from the USA, Canada and Mexico will make it through to meet in the North America final, while participants from Brazil, Argentina, Colombia, Chile and Peru will form the South America Final. All matches in the Americas will take place on the PS4 console in FIFA 21’s “90 Mode”, whereby all clubs have the same overall rating to ensure a level playing field. In Asia, entrants from Japan, Singapore, Indonesia, India and Malaysia will also compete on PS4 in 90 Mode. -
“YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award Winning for the Second Consecutive Year!
〈PRESS RELEASE〉 September 17, 2015 Games of the Year Division Grand Award is “YO-Kai Watch 2 Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) Grand Award winning for the second consecutive year! “Super Smash Bros.” series won ‘Award of Excellence’ and the ‘Global Awards Japanese Product.’ “Minecraft” and “Monster Strike” received the Special Awards! Computer Entertainment Supplier’s Association The Japan Game Awards 2015 (organized by the Computer Entertainment Supplier’s Association (CESA; Chairman: Hideki Okamura) has announced the award winners for the “Games of the Year Division” today. “YO-Kai Watch Ganso/Honke/Shinuchi” (LEVEL-5 Inc.) were selected for the Grand Award in the year of 2015! The “YO-Kai Watch” series received the Grand Award for two consecutive years in 2014 and this year! Winners for the Award of Excellence, the Special Award, the Best Sales Award and the Global Award for Japanese Product / Foreign Product were also selected. - Japan Game Awards 2015 “Games of the Year Division” Award Winners - *Alphabetical order in each award Award Title Company Platform Grand YO-KAI WATCH 2 Ganso/Honke/Shinuchi LEVEL-5 Inc. 3DS Award Super Smash Bros. for Wii U Nintendo Co., Ltd. Wii U Super Smash Bros. for Nintendo 3DS Nintendo Co., Ltd. 3DS Destiny Sony Computer Entertainment Inc. PS4 / PS3 DRAGON QUEST HEROES: The World Tree's Woe SQUARE ENIX CO., LTD. PS4 / PS3 and the Blight Below Bloodborne Sony Computer Entertainment Inc. PS4 Award for Pokémon Omega Ruby and Pokémon Alpha The Pokémon Company 3DS excellence Sapphire Mario Kart 8 Nintendo Co., Ltd. Wii U MONSTER HUNTER 4G CAPCOM CO., LTD. -
ELECTRONIC ARTS Q3 FY14 PREPARED COMMENTS January 28, 2014
ELECTRONIC ARTS Q3 FY14 PREPARED COMMENTS January 28, 2014 ROB: Thank you. Welcome to EA’s fiscal 2014 third quarter earnings call. With me on the call today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO. Peter Moore, our COO, and Patrick Söderlund, our EVP of EA Studios, will be joining us for the Q&A portion of the call. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we will post our prepared remarks, an audio replay of this call, and a transcript. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of January 28, 2014 and disclaims any duty to update them. During this call unless otherwise stated, the financial metrics will be presented on a non-GAAP basis. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. We encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period in the prior year unless otherwise stated. -
Eacc Event Rules & Regulations
EACC EVENT RULES & REGULATIONS SCHEDULE 1 LIVE EVENTS RULES All rules are subject to change, and changes may be posted without notice. The format of the Competition may also be changed without notice. It is each Player's responsibility to know and understand the rules as they exist the day of the tournament/play. All games will be played on the computer with network accessibility and EA SPORTS FIFA ONLINE 4. The publishers of EA FIFA SPORTS ONLINE 4 from Thailand and Vietnam(“SEA”), South Korea and China will select squads to participate in EACC at their own discretion. EVENT FORMAT Squad Allocation: ● The 4 qualified squads from respective countries will be placed in the same group, in order of placement from national qualifiers. Tournament Format: ● The tournament will begin with a single round-robin play-in Stage, with every squad playing a single match against every other squad in another country. ● After concluding the play-in phase, the top 2 squads of each country will move on to the play-offs. ● The play-offs will feature 4 squads in a dual tournament format. The squads will be distributed in the bracket in the following way: o The top squad from each country (so HSA, LSA) will be playing against the runner-up from another country(so HSB, LSB), which should be HSA vs LSB and HSB vs LSA. Date Round Content Method KR vs CN SEA Draft Defined in section “Participating Nov 3 Oct 30 Player Draft Day Squads” - Each team from country A plays one Match 1 (A4 vs B1) match against each team from country Play-in Match 2 (A3 vs B2) B Stage Nov 10 Nov 2 Match 3 (A2 vs B3) - No extra time / No penalties Match 4 (A1 vs B4) - Every player plays a game in a match ● P1 vs P1 © 2020 Electronic Arts Inc. -
EA Sports Challenge Series Powered by Virgin Gaming Launches Today
EA Sports Challenge Series Powered by Virgin Gaming Launches Today Virtual Athletes Compete for a Chance to Win Over $1-Million in Cash and Prizes in New Sports Video Game Tournament Exclusively on PlayStation 3 REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Pro athletes will not be the only ones cashing in on their highlight reel moves in 2012, as Electronic Arts Inc. (NASDAQ:ERTS) today announced the EA SPORTS™ Challenge Series, a sports video game tournament series that will determine the most skilled Madden NFL 12, NHL®12 and FIFA 12 gamers. Powered by Virgin Gaming and exclusive to the PlayStation®3 (PS3TM) computer entertainment system, participants will compete for over $1- million in cash and prizes — the largest prize money of any console-based sports gaming tournament ever. Available online at www.virgingaming.com, new technology allows gamers to participate in the tournament online at their leisure by pairing up gamers playing on the site at the same time. "Virgin Gaming is earning a reputation for hosting the biggest gaming tournaments, but our members have been asking for even larger prize pools. That's what drove the creation of the EA SPORTS Challenge Series; the idea came from them," said Rob Segal, CEO of Virgin Gaming. "This is also the perfect opportunity to bring our unique tournament format to the masses, giving gamers the freedom to compete whenever they want, instead of according to a set schedule. Those who make it through the online qualifier phase will then earn a seat to play in the live finals for huge cash prizes and true e-sport star status." Players that want to compete in the EA SPORTS Challenge Series can register and participate immediately. -
Nexon Expands Partnership with Electronic Arts Inc. to Publish EA SPORTS™ FIFA MOBILE in Japan
July 28, 2020 NEXON Co., Ltd. http://company.nexon.co.jp/en/ (Stock Code: 3659, TSE First Section) Nexon Expands Partnership with Electronic Arts Inc. to Publish EA SPORTS™ FIFA MOBILE in Japan Globally Revered EA SPORTSTM FIFA MOBILE to Deliver Authentic Football Experience Supported by Nexon’s Best-in-Class Live Service Recruiting Closed Beta Testing from August 7 TOKYO – July 28, 2020 – NEXON Co., Ltd. (“Nexon”) (3659.TO), a global leader in online games, today announced that it is expanding its partnership with Electronic Arts Inc. (“EA”) to release and operate EA SPORTS™ FIFA MOBILE in Japan. The upcoming launch of FIFA MOBILE 1 in Japan is the latest in a series of FIFA collaborations between Nexon and EA over the last decade. Most recently, Nexon released FIFA MOBILE 1 in Korea in June, reached #1 in the popular games ranking for both Google Play and App Store and surpassing two million downloads within two months. In addition, Nexon’s hit online game EA SPORTS™ FIFA ONLINE 4 has continued to maintain its top spot within the sports game genre in Korea since its release in 2018. “The EA SPORTSTM FIFA series is an iconic game franchise enjoyed by millions of football fans around the world and we’re excited to release this new title to the Japanese audience,” said Chan Park, the Head of Business Division of Nexon. “Nexon has a long history of successfully running FIFA titles for years and we are looking forward to continuing that tradition and best-in-class operations with an expansive live service plan for FIFA MOBILE 1 in Japan.” 1 “EA is very pleased to partner with Nexon to provide the best service for our Japanese players. -
Fifa-13-Xbox-360-Manual.Pdf
CCONTENTSontents COACHING TIP: SHIELDING 1 COMPLete ContROLS 22 Seasons To protect the ball from your marker, release and hold . Your player moves between 16 GaMEPLAY: TIPS anD TRICKS 22 CAREER his marker and the ball and tries to hold him off. 17 SettING UP THE GaME 25 SKILL GaMes SHooTING 18 PLAYING THE GaME 25 ONLINE Shoot/Volley/Header 19 EA SPORTS FootBALL CLUB 26 Kinect® Finesse/Placed shot + MatcH DAY 29 OTHER GaME ModeS Chip shot + 19 EA SPORTS FootBALL CLUB 30 CustoMIZE FIFA Flair shot (first time only) + 20 FIFA ULTIMate TeaM 31 MY FIFA 13 PassING Choose direction of pass/cross COMPLete ContROLS Short pass/Header (hold to pass to further player) NOTE: The control instructions in this manual refer to the Classic controller configuration. Lobbed pass (hold to determine distance) Once you’ve created your profile, select CUSTOMISE FIFA > SETTINGS > CONTROLS > XBOX Through ball (hold to pass to further player) 360 CONTROLLER to adjust your control preferences. Bouncing lob pass (hold to determine + AttacKING distance) DRIBBLING Lobbed through ball + (hold to pass to further player) Move player/Jog/Dribble Give and go + Sprint (hold) Finesse pass + Precision dribble (hold) Face up dribble + (hold) + COACHING TIP: GIVE AND GO Stop ball (when unmarked) (release) + To initiate a one-two pass, press while holding to make your player pass to a nearby teammate, and move to continue his run. Then press (ground pass), Stop ball and face goal (release) + (through ball), (lobbed pass), or + (lobbed through ball) to immediately return Shield ball (when marked) (release) + the ball to him, timing the pass perfectly to avoid conceding possession. -
TUBC 2015 Case
0! ! ! ! ! ! ! ! ! ! ! ! “GROWING E-SPORT IN SOUTH EAST ASIA” ! ! ! ! ! ! ! ! ! ! ! ! ! 1 | TUBC 2015 ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !Supawat Likittanawong prepared this case with assistance of Pakapol Thangtongchin under the supervision of the case company. The case was prepared solely as a basis for ! discussion. Cases are written in the past tense; this is not meant to imply that all practices, !organizations, people, places or facts mentioned in the case no longer occur, exist or apply. Cases are not intended to serve as endorsements, sources of primary data, or !illustration of effective or ineffective handling of a business situation. ! The case was written under the permission granted by the case company. © 2015 by BBA !International Program, Thammasat Business School, Thammasat University. This publication may not be digitized, photocopied or otherwise reproduced, posted,or ! transmitted without the permission of BBA International Program, Thammasat Business !School, Thammasat University. TUBC 2015 | 2 ! ! ! ! “At Garena, we focus on bringing joy and convenience to people across Asia through the power of our technology platform. We aspire to make the world an ever more connected community through innovative products and services.” -! Forrest Li, Garena’s Founder, Chairman and Group CEO ! 3 | TUBC 2015 ! 1.! INTRODUCTION It was July 2015 and Nok was waiting for the rest of her team in the main meeting room at Garena’s office in downtown Bangkok. A week ago, Nok attended the top team meeting at Garena’s headquarter in Singapore where the topic of growing eSports in Southeast Asia (SEA) was the center of discussion. Being a leader in online gaming in the region, Garena is at the forefront of the industry development. -
Esport Research.Pdf
Table of content 1. What is Esports? P.3-4 2. General Stats P.5-14 3. Vocabulary P.15-27 4. Ecosystem P.28-47 5. Ranking P.48-55 6. Regions P.56-61 7. Research P.62-64 8. Federation P.65-82 9. Sponsorship P.83-89 Table of content 10. Stream platform P.90 11. Olympic P.91-92 12. Tournament Schedule-2021 P.93-95 13. Hong Kong Esports Group P.96-104 14. Computer Hardware Producer P.105-110 15. Hong Kong Tournament P.111-115 16.Hong Kong Esports and Music Festival P.116 17.THE GAME AWARDS P.117-121 18.Esports Business Summit P.122-124 19.Global Esports Summit P.125-126 1.What is Esports? • Defined by Hong Kong government • E-sports is a short form for “Electronic Sports”, referring to computer games played in a competitive setting structured into leagues, in which players “compete through networked games and related activities” • Defined by The Asian Electronic Sports Federation • Literally, the word “esports” is the combination of Electronic and Sports which means using electronic devices as a platform for competitive activities. It is facilitated by electronic systems, unmanned vehicle, unmanned aerial vehicle, robot, simulation, VR, AR and any other electronic platform or object in which input and output shall be mediated by human or human-computer interfaces. • Players square off on competitive games for medals and/ or prize money in tournaments which draw millions of spectators on-line and on-site. Participants can train their logical thinking, reaction, hand-eye coordination as well as team spirit. -
Mobile App Industry Trends 2021 — How Mobile Apps Are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc
Mobile App Industry Trends 2021 — How Mobile Apps are Adjusting to the New Virtual Lifestyle ©2021 Sensor Tower Inc. - All Rights Reserved Executive Summary: Highlights Hypercasual continues to be a hot trend in Stock trading and cryptocurrency apps continue mobile gaming, with the top hypercasual titles to see high volume in demand going into the new surpassing 10 billion installs in 2020. Easy-to-play year. IQ Option and Expert Option were the top two games gained massive popularity amid COVID-19. trading apps by downloads in 2020. More core games are adopting in-app More consumers being home has led to a 39 subscription models. Subscriptions in games saw a percent Y/Y growth rate among top smart home slight correlation with higher long-term retention apps. Home-centric lifestyles have inspired rates than games without them in 2020. consumers to invest in smart technology. 2 ©2021 Sensor Tower Inc. - All Rights Reserved Industry Trends 2021: Table of Contents Mobile Industry Trends 2021 report offers analysis on the latest trends for the category: 5. 2020 Industry Recap An overview of the app industry in 2020 along with top categories and countries 11. Mobile Gaming 14. Hypercasual Game Adoption Takes Off Examine how hypercasual games grew their massive popularity in 2020 18. Mobile Games Find Success with Subscriptions A look at games that use in-app subscriptions and how it affects retention 22. Mobile Apps 25. The Booming Fintech Market The global fintech market continues to experience high adoption 30. The Rise of 5G and Smart Home Apps A look at smart home apps and how quarantines affected growth 33.