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XD Inc. Rating OUTPERFORM Quality Games and Unique Game Community 7 July 2020
Equity Research Company Report XD Inc. Rating OUTPERFORM Quality Games and Unique Game Community 7 July 2020 Platform Zeping Zhao, CFA (852) 2683 3212 [email protected] XD Inc. (XD) is an influential game developer and operator based in China. As of the end of 2019, XD had a game portfolio of 38 online games and 11 premium Martin Bao games, comprising a diverse array of genres including RPG, CCG and SLG. Boosted (852) 2683 3885 by Ragnarok M, Girls’ Frontline and Sausage Man, online game average MAUs [email protected] and average MPUs reached 19.6 million and 0.7 million by the end of 2019. With its game ratings being the most authoritative reference in China’s mobile game Vicky Wu, CFA (852) 2683 3774 industry (according to Frost & Sullivan), TapTap mobile app’s average MAUs [email protected] reached 17.9 million by the end of 2019. We project XD’s revenue and net profit to shareholders to reach RMB 3.6bn and RMB 511mn in 2020. Initiate coverage with Sector Internet TP of HKD 36.50, OUTPERFORM. Key Data Heavy-hitting online games: XD has successfully launched several heavy-hitting Ticker 2400.HK games including Ragnarok M, Girls’ Frontline and Sausage Man. Online game average Price (7 Jul) HKD 32.75 Target Price HKD 36.50 MAUs reached 19.6 million in the end of 2019. In 2018, Ragnarok M generated Upside 12% revenue of RMB 627mn (+34% YoY), which represented about 39.5% of XD’s game revenue. -
1 Drafting Video Game Loot Box Regulation for Dummies
Drafting Video Game Loot Box Regulation for Dummies: A Chinese Lesson Leon Y. Xiao*†‡ [0000-0003-0709-0777] <[email protected]> *: The Honourable Society of Lincoln’s Inn, Lincoln’s Inn, London WC2A 3TL, United Kingdom †: The City Law School, City, University of London, Northampton Square, Clerkenwell, London EC1V 0HB, United Kingdom Abstract (150 words) Loot boxes are virtual items in video games that players purchase to obtain randomised rewards of varying value. Such randomised monetisation methods are prevalently implemented globally. Loot boxes are conceptually and structurally akin to gambling, and their purchase is positively correlated with problem gambling in Western countries. Given the potential harms loot boxes may cause, particularly to vulnerable consumers, e.g., children, regulators and policymakers are paying increasing attention. Some countries, e.g., Belgium, have actively enforced existing gambling laws to ban certain loot box implementations. However, less restrictive regulatory approaches, e.g., requiring probability disclosures, are also being considered. Amendments to existing law and new laws dedicated to regulating loot boxes are likely forthcoming in many countries. Companies’ discretionary and suboptimal compliance with loot box probability disclosure law in the People’s Republic of China reveals how future loot box laws and industry self-regulations should be better drafted to ensure maximum consumer protection. Keywords (3–6): Gambling; Video gaming; Loot boxes; Video game regulation; Consumer protection -
In Association With
2021 IN ASSOCIATION WITH Panton 7708 C C94 M51 Y31 K30 R0 G85 B112 01 Develop 100 Cover.indd 1 11/12/2020 08:16 Panton 151 C C0 M100 Y60 K0 R245 G130 B32 MCV DEV100 - INDIGO PEARL:Layout 1 14/12/2020 15:38 Page 1 In association with 100 Welcome back Develop 100 株式会社角川アスキー総合研究所/ロゴ WITH THANKS TOPanton OUR DATA7708 C PROVIDERS C94 M51 Y31 K30 There has never been a more exciting R0 G85 B112 time to be a game developer. 2020 has FAMITSU presented its fair share of challenges, Famitsu is a Japanese and still, our industry reacted, adapted video game magazine to deliver its most successful year. started in 1986. Publicly listed publishers delivered Panton 151 C We started to run a databaseC0 with M100 Famitsu Y60 resources K0 in an average 30 per cent growth in the 1997. Now our team belongs to KADOKAWA ASCII Research second calendar quarter, while Newzoo R245 G130 B32 Laboratories Inc. Recently, we have published various white upgraded its annual forecasted growth to nearly 20 per cent papers and reports. And we have partnered with MCV over year-on-year. 15 years. For more details on Japanese market data visit In a world where almost everyone is either a current or www.f-ism.net or contact [email protected]. potential gamer, our cultural relevance has never been greater. Game engines are branching out of games and enhancing more aspects of our lives, for example by replacing traditional dashboards with interactive displays. And when cultural scenes GSD became out of reach due to the pandemic, virtual music concerts GSD is a unique opportunity to access and and digital art exhibitions started to fill the void. -
EN-Brandz-Chinese-Global-Brand-Builders-2021
Contents Welcome 03 Kantar BrandZTM Top 50 05 Category Deep Dive Analysis and Insights Chinese brands stay the course 06 Navigate to the future 74 Doreen Wang Kantar Greater China President, Global Chair of BrandZTM Top five insights 53 Mobile gaming: aiming for star quality 76 A looking glass into the future 08 Content apps: leveraging mature business models 80 Annabel Lin to succeed in new markets Managing Director of Greater China Solution Specialists and APAC International Growth Team, Google 04 Emerging Markets Online fast fashion: users come first 86 Consumer electronics: going from providing 90 Beckon product to empowering people 01 Winning in Gaining an edge in emerging markets 62 the New Phase By the numbers 63 06 Top Takeaways A welcome challenge for Chinese brands 64 Brands Seek Opportunities by Delivering 12 Go Beyond 98 User-Centric Experiences 02 Kantar BrandZTM 07 Resources Top 50 Chinese Global Methodology 104 Brand Builders Reports and Apps and powered by BrandZ™ 108 The BrandZ™ China Insights Reports 116 Kantar BrandZTM Top 50 Chinese 18 BrandZ™ Building Brand Equity 119 Global Brand Builders 2021 BrandZTM Perspectives 120 Top 50 Brand Profiles 22 Our Brand Experts 124 Report Team and Contributors 126 Kantar in China 130 4 | Kantar BrandZTM Top 50 Chinese Global Brand Builders 2021 Kantar BrandZTM Top 50 Chinese Global Brand Builders 2021 | 5 For the first four years of the Top 50 Grow by leveraging A bright future Chinese Global Brand Builders, one what you know Welcome of the main tasks we advised Chinese Five years into our survey of the Top companies to undertake was to build Chinese brands are also taking 50 Chinese Global Brand Builders, strong, resilient, and truly global advantage of the deep experience they we are happily seeing hard work pay brands. -
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Mall För Examensarbete
nrik v He d a apa l sk Ma HOW THE CHOICE OF VIRTUAL JOYSTICK AFFECTS USABILITY IN MOBILE FIGHTING GAMES Bachelor Degree Project in Informatics 30 ECTS Spring term 2020 Tomas Granlund Marcus Karåker Gustafsson Supervisor: Henrik Engström Examiner: Mikael Johannesson Abstract As the mobile games market keeps growing, game interfaces for mobile games also warrant further development. One area that especially has room for improvement is the touchscreen joystick. This dissertation focuses on the differences in usability for different touchscreen joysticks. A mobile fighting game prototype was developed for this purpose, and a user study was conducted in order to evaluate the difference in usability between two joysticks. Data was gathered and demonstrated, and an analysis of the logged data was conducted, showing no significant difference between the two joysticks. The authors hope that the comparison methodology and measurements demonstrated may be used as a benchmark and framework for future research in mobile joysticks. Keywords: mobile games, touchscreen joystick, fighting games Table of Contents 1 Introduction ........................................................................................................ 1 2 Background ........................................................................................................ 2 2.1 Touchscreen Input .................................................................................................... 2 2.1.1 Touchscreen Gamepads ................................................................................................