Hardware & Esports at the Core Of
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
16-18 October 2019 Shanghai New International Expo Center Message from CTJPA President
Visitor Guide E6 16-18 October 2019 Shanghai New International Expo Center Message from CTJPA President Dear participants, On behalf of China Toy & Juvenile Products Association (CTJPA), the organizer of China Toy Expo (CTE), China Kids Expo (CKE), China Preschool Expo (CPE) and China Licensing Expo (CLE), I would like to extend our warmest welcome to all of you and express our sincere thanks for all your support. Launched in 2002, the grand event has been the preferred platform for leading brands from around the world to present their newest products and innovations, connect with customers and acquire new sales leads. In 2019, the show will feature 2,508 global exhibitors, 4,859 worldwide brands, 100,000 professional visitors from 134 countries and regions, showcasing the latest products and most creative designs in 230,000 m² exhibition space. It is not only a platform to boost trade between thousands of Chinese suppliers and international buyers, but also an efficient gateway for international brands to tap into the Chinese market and benefit from the huge market potential. CTJPA has designed the fair as a stage to show how upgraded made-in-China will influence the global market and present worldwide innovative designs and advanced technologies in products. Moreover, above 1800 most influential domestic and international IPs will converge at this grand event to empower the licensing industry. IP owners are offered opportunities to meet with consumer goods manufacturers, agents and licensees from multi-industries to promote brands and expand licensing business in China and even Asia. Whether you are looking to spot trends, build partnerships, or secure brand rights for your products, we have the answer. -
Digital Distribution and Games As a Service
Science and Technology Law Review Volume 16 Number 1 Article 14 2013 Digital Distribution and Games as a Service Marco Mereu Patrick Hudson Steve Nix J. J. Richards Follow this and additional works at: https://scholar.smu.edu/scitech Recommended Citation Marco Mereu et al., Digital Distribution and Games as a Service, 16 SMU SCI. & TECH. L. REV. 25 (2013) https://scholar.smu.edu/scitech/vol16/iss1/14 This Article is brought to you for free and open access by the Law Journals at SMU Scholar. It has been accepted for inclusion in Science and Technology Law Review by an authorized administrator of SMU Scholar. For more information, please visit http://digitalrepository.smu.edu. Digital Distribution and Games as a Service SYMPOSIUM PANEL I Panelists Mr. Marco Mereu, uCool Mr. Patrick Hudson, Robot Entertainment Mr. Steve Nix, GameStop Mr. JJ Richards, MOGA Dean John Attanasio: Good morning. My name is John Attanasio, and I am Dean of the SMU Dedman School of Law.' It is my pleasure to welcome you here this morn- ing. The law school has a very rich intellectual life, not only in the class- room, but also outside the classroom. On January 28-29, 2013, Justice Antonin Scalia visited SMU as a Dis- tinguished Jurist in Residence.2 Our own Professor Bryan Garner joined him on January 28 in presenting their book3 to a sold-out audience.4 This is our fifth time doing this event. It is one of my favorite events of the year, in part because it is always a very rich conference, but mostly because I am an avid gamer myself. -
Outperform (0700.HK) (Maintained) Games Recover; Advertising Slows Down and to B Business Surges
证券研究报告 COMPANY RESEARCH Tencent Holdings Ltd HK Stock Outperform (0700.HK) (Maintained) Games recover; Advertising slows down and To B business surges. August 16, 2019 TMT Key Data Key Financial Indicators FY FY 2018A FY 2019E FY 2020E FY 2021E August 15, 2019 Revenue (Mn/RMB) 312,694 380,907 474,413 576,845 Closing Price(HKD) 330.4 YoY (%) 31.5% 21.8% 24.5% 21.6% Total Shares (100Mn/RMB) 95.55 Non-GAAP Net Profit (Mn/RMB) 77,469 93,980 112,028 135,483 Market Cap (100Mn/RMB) 31,570 YoY (%) 19.0% 21.3% 19.2% 20.9% Gross Margin (%) 45.5% 44.1% 43.4% 42.5% Net Assets (100Mn/RMB) 4,210 Non-GAAP Net Profit Margin (%) 24.8% 24.7% 23.6% 23.5% Total Assets (100Mn /RMB) 8,169 ROE (%) 28.9% 21.4% 18.5% 17.8% EPS (RMB) 8.43 9.87 11.77 14.23 BVPS(RMB) 40.83 OCFPS (RMB) 11.18 14.90 17.48 20.29 Highlights Analyst Advertising business slightly lower than expected, Non-GAAP net profit was basically in line with ZHANG Yidong expectations. The company's total revenue of FY2019Q2 was 88.8 billion yuan, a yoy of 21%, [email protected] which was 4.67% lower than our expectation. In addition, the net income from investment- SFC:BIS749 related projects and the profit of joint ventures increased significantly in Q2, leading to 35% SAC:S0190510110012 increase of net profit to 2.41 billion, while under the Non-GAAP standard, the Profit attributable to equity holders of the Company increased yoy 19% to 23.525 billion, basically in line with our Contact expectations. -
Defence of Chinese State-Sanctioned History Against Perceived Attacks from Honor of Kings
Defence of Chinese state-sanctioned history against perceived attacks from Honor of Kings Bjarke Liboriussen University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8992 [email protected] Paul Martin University of Nottingham Ningbo China School of International Communications 199 Taikang East Road +86 574 8818 0000 ext. 8172 [email protected] Keywords China, Honor of Kings, MOBA, history, social media, Zhihu Honor of Kings (wangzhe rongyao, Tencent 2015) is a multiplayer online battle arena game (MOBA), released in the Chinese market in 2015 and internationally under the name Arena of Valor, in 2017. Like other MOBA games such as League of Legends (Riot Games 2009), Honor of Kings involves players selecting heroes and competing against each other in teams or, more rarely, individually to attack their opponent’s territory and defend their own. Honor of Kings is a mobile game, and its gameplay is less complex than League of Legends. It is also the first major MOBA game to be produced in mainland China. Honor of Kings has been very successful in China, with some reports putting the registered users at 200 million (Shijia 2017; Cowley 2017). With this success has come government scrutiny. From March 2017 critical articles begin to appear in the society, culture and opinion sections of The People’s Daily, the official mouthpiece of the Chinese Communist Party (CCP), as well as a widely discussed article in Guangming Daily (Zhang 2017). The most widely reported of these critical articles (Li, G. 2017) led to a short-term drop in Tencent’s share price, and prompted Tencent to introduce systems to prevent young players spending too much time at the game (Reuters 2017). -
Announcement of the Annual Results for the Year Ended 31 December 2017
Hong Kong Exchanges and Clearing Limited and The Stock Exchange of Hong Kong Limited take no responsibility for the contents of this announcement, make no representation as to its accuracy or completeness and expressly disclaim any liability whatsoever for any loss howsoever arising from or in reliance upon the whole or any part of the contents of this announcement. ANNOUNCEMENT OF THE ANNUAL RESULTS FOR THE YEAR ENDED 31 DECEMBER 2017 The Board is pleased to announce the audited consolidated results of the Group for the year ended 31 December 2017. The results have been audited by the Auditor in accordance with International Standards on Auditing. In addition, the results have also been reviewed by the Audit Committee. FINANCIAL PERFORMANCE HIGHLIGHTS Unaudited Three months ended 31 31 Year- 30 Quarter- December December on-year September on-quarter 2017 2016 change 2017 change (RMB in millions, unless specified) Revenues 66,392 43,864 51% 65,210 2% Gross profit 31,495 23,626 33% 31,681 -1% Operating profit 25,724 13,930 85% 22,746 13% Profit for the period 21,622 10,523 105% 18,047 20% Profit attributable to equity holders of the Company 20,797 10,529 98% 18,006 16% Non-GAAP profit attributable to equity holders of the Company 17,454 12,332 42% 17,070 2% EPS (RMB per share) - basic 2.206 1.121 97% 1.912 15% - diluted 2.177 1.108 96% 1.888 15% Non-GAAP EPS (RMB per share) - basic 1.852 1.313 41% 1.812 2% - diluted 1.827 1.298 41% 1.790 2% — 1 — Year ended 31 December Year-on-year 2017 2016 change (RMB in millions, unless specified) Revenues -
China's Technology Mega-City an Introduction to Shenzhen
AN INTRODUCTION TO SHENZHEN: CHINA’S TECHNOLOGY MEGA-CITY Eric Kraeutler Shaobin Zhu Yalei Sun May 18, 2020 © 2020 Morgan, Lewis & Bockius LLP SECTION 01 SHENZHEN: THE FIRST FOUR DECADES Shenzhen Then and Now Shenzhen 1979 Shenzhen 2020 https://www.chinadiscovery.com/shenzhen-tours/shenzhen-visa-on- arrival.html 3 Deng Xiaoping: The Grand Engineer of Reform “There was an old man/Who drew a circle/by the South China Sea.” - “The Story of Spring,” Patriotic Chinese song 4 Where is Shenzhen? • On the Southern tip of Central China • In the south of Guangdong Province • North of Hong Kong • Along the East Bank of the Pearl River 5 Shenzhen: Growth and Development • 1979: Shenzhen officially became a City; following the administrative boundaries of Bao’an County. • 1980: Shenzhen established as China’s first Special Economic Zone (SEZ). – Separated into two territories, Shenzhen SEZ to the south, Shenzhen Bao-an County to the North. – Initially, SEZs were separated from China by secondary military patrolled borders. • 2010: Chinese State Council dissolved the “second line”; expanded Shenzhen SEZ to include all districts. • 2010: Shenzhen Stock Exchange founded. • 2019: The Central Government announced plans for additional reforms and an expanded SEZ. 6 Shenzhen’s Special Economic Zone (2010) 2010: Shenzhen SEZ expanded to include all districts. 7 Regulations of the Special Economic Zone • Created an experimental ground for the practice of market capitalism within a community guided by the ideals of “socialism with Chinese characteristics.” • -
The State of Mobile 2019 Executive Summary
1 Table of Contents 07 Macro Trends 19 Gaming 25 Retail 31 Restaurant & Food Delivery 36 Banking & Finance 41 Video Streaming 46 Social Networking & Messaging 50 Travel 54 Other Industries Embracing Mobile Disruption 57 Mobile Marketing 61 2019 Predictions 67 Ranking Tables — Top Companies & Apps 155 Ranking Tables — Top Countries & Categories 158 Further Reading on the Mobile Market 2 COPYRIGHT 2019 The State of Mobile 2019 Executive Summary 194B $101B 3 Hrs 360% 30% Worldwide Worldwide App Store Per day spent in Higher average IPO Higher engagement Downloads in 2018 Consumer Spend in mobile by the valuation (USD) for in non-gaming apps 2018 average user in companies with for Gen Z vs. older 2018 mobile as a core demographics in focus in 2018 2018 3 COPYRIGHT 2019 The Most Complete Offering to Confidently Grow Businesses Through Mobile D I S C O V E R S T R A T E G I Z E A C Q U I R E E N G A G E M O N E T I Z E Understand the Develop a mobile Increase app visibility Better understand Accelerate revenue opportunity, competition strategy to drive market, and optimize user targeted users and drive through mobile and discover key drivers corp dev or global acquisition deeper engagement of success objectives 4 COPYRIGHT 2019 Our 1000+ Enterprise Customers Span Industries & the Globe 5 COPYRIGHT 2019 Grow Your Business With Us We deliver the most trusted mobile data and insights for your business to succeed in the global mobile economy. App Annie Intelligence App Annie Connect Provides accurate mobile market data and insights Gives you a full view of your app performance. -
Emerging Trends in Games-As-A-Service
Emerging Trends in Games-as-a-Service Atul Bagga Senior Research Analyst, Lazard Capital Markets Agenda • Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Agenda • Games-as-a-Service – Lines blurring between platforms; Tablets, Set-top boxes – Innovation by startups • Virtual Goods – Perfect Price Discrimination – Enhance Community/Curb Piracy – Higher quality of earning (a) Predictability, (b) Lifetime Value • Social Games – Vertical Games – Monetization (a) Conversion, (b) Advertising – Platforms dedicated for games • Mobile Games – Rise of persistent games – Mobile an extension of other platforms – Dominated by a few? Top Companies By Revenue CAGR (2008-2010) 4 Top Companies By Revenue CAGR (2008-2010) 80% Gree Inc. 70% DeNA Co. Ltd. Zoo Entertainment Inc. 60% Gamevil Inc. Perfect World Co. Ltd. 50% mixi Inc. 40% NHN Corp. NetDragon Websoft Inc. 30% Tencent Holdings Ltd. 20% Neowiz Games Corp. Revenue CAGR (2008-2010) CAGR Revenue NCsoft Corp. 10% Netease.com Inc. ADS Changyou.com Ltd. 0% Kingsoft Corp. Ltd. 0% 20% 40% 60% Gameloft S.A. EBIT Margin Source: FactSet 5 Enterprise Value/Sales Multiple U.S. Video Game Companies Shares -
FGIR-2018-Report.Pdf
FRONT COVER Fingersoft • Hill Climb Racing 2 Futureplay • Battlelands Royale Next Games • The Walking Dead: Our World Rovio Entertainment • Angry Birds 2 Small Giant Games • Empires & Puzzles Supercell • Brawl Stars, Clash Royale, Clash of Clans and Hay Day BACK COVER Remedy Entertainment • Control Housemarque • Stormdivers SecretExit • Zen Bound 2 Rival Games • Thief of Thieves: Season One Superplus Games • Hills of Steel Critical Force • Critical Ops Frogmind • Badland Brawl Nitro Games • Heroes of Warland Kukouri Mobile Entertainment • Pixel Worlds Tree Men Games • PAKO Forever Publisher Neogames Finland ry (2019) Index 1. Introduction 2. The History of the Finnish Game Industry - From Telmac to Apple 3. The State of the Finnish Game Industry 4. Studios 5. Location of Companies and Clusters 6. Platforms 7. Developers & Diversity 8. Financial Outlook 9. Challenges and Strengths of the Finnish Game Industry 10. Trends and the Future 11. The Industry Support and Networks 12. Education 13. Regional Support 14. Studio Profiles Picture: Seriously | Best Fiends 3 ABOUT THIS REPORT Neogames Finland has been augmented by data from other sources. monitoring the progress of the Finnish This study is a continuation of similar Game Industry since 2003. During these studies conducted in 2004, 2008, 2010, fifteen years almost everything in the 2014 and 2016. industry has changed; platforms, Over 70 Game companies, members technologies, the business environment of Suomen Pelinkehittäjät ry (Finnish and games themselves. However, the Game Developers Association) are biggest change has taken place in the introduced on the company profile industry’s level of professionalism. pages as well as Business Finland and These days the level of professionalism the most relevant game industry in even a small start-up is on a level organizations and regional clusters. -
The Business of Video Games Report
The Business of Video Games Report About DFC Intelligence’s The Business of Video Games Report The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word. These documents each contain very different looks at the game industry but use the same set of underlying data and key assumptions. As a business overview, this report does not focus heavily on raw numbers and data. Instead it is a more qualitative analysis of the game industry providing context around major historical and anticipated trends. DFC Intelligence provides plenty of industry data and detailed forecasts but it is important that those forecasts do not exist in a vacuum. The data only tells part of the story and this report looks to fill in the story behind the data. This report is a designed to provide a high-level overview of the general game industry size and how the game industry works across its entire value chain. There is a focus on the role of major industry players from hardware manufacturers to distributors and content developers. A great deal of the focus is on who makes the money when a consumer buys a video game. Published by DFC Intelligence www.dfcint.com 858.834.4340 1 ©2018 DFC Intelligence. The Business of Video Games Report The Business of Video Games PowerPoint Summary • PowerPoint Outline – Executive Summary (Slides 3-10): An overview of market size and general segmentation – Industry Value Chain (Slides 11-15): This is a high level introduction -
Downloads on Ios and Android Combined
Call of Duty: Mobile Opens to Massive Launch October 4, 2019 Achieves #1 App Ranking on iOS in Over 100 Countries and Regions Surpasses More Than 35 Million Downloads on iOS and Android Combined SANTA MONICA, Calif.--(BUSINESS WIRE)--Oct. 4, 2019-- Activision’s Call of Duty®: Mobile has surpassed 35 million downloads faster than any other mobile First Person or Third Person Action games on App Store and Google Play.i Published by Activision, and developed by Tencent Games’ award-winning TiMi Studios, the new title has achieved the #1 app ranking on App Store based on downloads in over 100 countries and regions since launch.ii Call of Duty: Mobile delivers the definitive, free-to-play, first person action experience on mobile, bringing together the most beloved maps, competitive modes, iconic characters and signature weapons from across the franchise, including the Modern Warfare® and Black Ops universes, in one epic experience. “The response from fans across both Android and iOS has been amazing. Already, Call of Duty: Mobile has surpassed 35 million downloads on its way to becoming the #1 ranked iOS app in downloads overall, not only among games, but also among all apps, in 100 countries,” stated Rob Kostich, president, Activision. “This is an incredibly fun experience, and we’re only getting started. Congratulations to the teams at Activision and at our partner Tencent’s TiMi Studios for making such a great game for players. And special thanks to our fans for their continued support. There is a ton more to look forward to as we release more content and updates.” The title includes full head-to-head competitive Multiplayer modes, as well as an all-new Battle Royale experience, including classic locations from Call of Duty® featuring land, sea and air vehicles.