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GCL Subsidiary, 2Game Digital, Partners with KuCoin Pay to Accept Secure Crypto Payments in Real Time
Globenewswire· 2025-08-28 20:05
Core Insights - GCL Global Holdings Ltd's subsidiary, 2Game Digital, has partnered with KuCoin to integrate KuCoin Pay as a payment method on its ecommerce platform, 2Game.com, marking a significant move towards cryptocurrency adoption in the gaming industry [2][3][5] Company Overview - GCL Global Holdings Ltd focuses on immersive games and entertainment, aiming to connect creators with gaming communities globally, particularly in the rapidly expanding Asian gaming market [7][8] - 2Game Digital is dedicated to transforming digital gaming commerce and community engagement through its unique ecosystem [8] Strategic Developments - The integration of KuCoin Pay allows 41 million KuCoin users to make secure and instant payments using their cryptocurrency holdings for digital games and related products on 2Game.com [3][5] - This initiative is part of a broader strategy to incorporate Web3 infrastructure, including the upcoming launch of the "2Game Token," which will enhance loyalty programs and competitive gaming rewards [4] Customer Benefits - Customers using KuCoin Pay from August 29, 2025, to November 28, 2026, will receive exclusive benefits such as a 20% discount on eligible products, special release discounts, bi-weekly promotions, and early access to the 2Game Token ICO [6] Industry Impact - The partnership with KuCoin is seen as a milestone in making cryptocurrency a seamless part of everyday transactions, particularly in the dynamic gaming sector, enhancing the payment experience for millions of gamers [5]
Does Rising Engagement on Roblox Translate Into Financial Strength?
ZACKS· 2025-08-28 16:10
Core Insights - Roblox Corporation demonstrates that strong user engagement can significantly enhance financial performance, with a 41% year-over-year increase in daily active users and a 58% rise in total hours engaged [1][10] - The company reported a 51% year-over-year growth in bookings, reaching $1.44 billion, indicating improved monetization efficiency [2][10] - Despite a net loss of 41 cents per share, Roblox maintains nearly $4 billion in liquidity, allowing for continued investment in growth [4] User Engagement and Financial Performance - In Q2 2025, Roblox achieved 111.8 million daily active users, a 41% increase from the previous year, and total hours engaged reached 27.4 billion, up 58% [1][10] - The platform's bookings rose to $1.44 billion, reflecting a 51% year-over-year increase, with average bookings per monthly unique payer climbing 6% [2][10] - The company set a new record with 23.4 million monthly players, indicating an expanding monetizable user base [2] Investment and Growth Strategy - Roblox's investments in discovery tools and infrastructure have proven effective, with viral games driving engagement across the platform [3] - The interconnected nature of the ecosystem is highlighted by the fact that over 75% of users of viral titles also engaged with other games on the same day [3] - The company remains in investment mode, focusing on growth despite reporting a net loss [4] Competitive Landscape - Roblox faces competition from Unity Software Inc., which offers tools for creators and has a growing Create Solutions segment that overlaps with Roblox's ambitions [5] - Epic Games, known for Fortnite and Unreal Engine, also poses a significant competitive threat, leveraging live events and content updates to sustain user engagement [6][7] Stock Performance and Valuation - Roblox's stock has increased by 44.7% over the past three months, outperforming the industry average of 23.4% [8][10] - The stock is currently trading at a forward price-to-sales multiple of 11.71X, significantly higher than the industry average of 3.73X [12] - Analysts have revised the consensus estimate for Roblox's 2025 loss per share from $1.38 to $1.71, indicating growing caution regarding the company's near-term earnings profile [13]
贪玩(09890) - 自愿公告最新业绩发展之游戏產品《新月大陆》
2025-08-28 14:58
香港交易及結算所有限公司及香港聯合交易所有限公司對本公告的內容概不負責,對其準確 性或完整性亦不發表任何聲明,並表明概不就因本公告全部或任何部分內容而產生或因依賴 該等內容而引致的任何損失承擔任何責任。 ( 於 開 曼 群 島 註 冊 成 立 的 有 限 公 司 ) (前稱ZX Inc. 中旭未來) (股份代號:9890) 自願公告 最新業績發展之遊戲產品《新月大陸》 本公告由貪玩(「本公司」),連同其附屬公司及中國經營實體1 ,統稱為(「本集 團」)自願刊發,旨在知會本公司股東及有意投資者有關本集團之最新業務發展。 本公司欣然宣佈,基於經典遊戲IP「奇蹟MU」,本集團將運營及發行一款「奇蹟 MU」新的手機遊戲《新月大陸》(「新遊戲」)。 《新月大陸》是一款基於「奇蹟MU」這一經典IP開發的全新手遊。「奇蹟MU」於 2002年由韓國網禪公司發佈上線後風靡全球,「奇蹟MU」早已超越單一遊戲的 範疇,成長為一個承載玩家深厚情懷、蘊含巨大商業潛力的超級IP。近年來, 「奇蹟MU」IP不斷推陳出新,從端遊延展至頁遊、手遊等多種形態。該IP下的多 款衍生產品在市場上斬獲佳績,創造出亮眼的流水成績。《新月大陸》在玩法 T ...
Are Consumer Discretionary Stocks Lagging Perdoceo Education (PRDO) This Year?
ZACKS· 2025-08-28 14:41
Company Performance - Perdoceo Education (PRDO) has returned approximately 24.1% year-to-date, outperforming the Consumer Discretionary sector's average return of 11.8% [4] - The Zacks Consensus Estimate for PRDO's full-year earnings has increased by 1.2% over the past 90 days, indicating improving analyst sentiment [3] Industry Context - Perdoceo Education is part of the Schools industry, which consists of 18 individual stocks and currently ranks 33 in the Zacks Industry Rank, with an average gain of 8% this year [5] - The Consumer Discretionary sector includes 253 individual stocks and holds the 9 position in the Zacks Sector Rank [2] Comparison with Peers - Another notable performer in the Consumer Discretionary sector is Rush Street Interactive, Inc. (RSI), which has achieved a year-to-date return of 58.9% [4] - Rush Street Interactive is categorized under the Gaming industry, which has 39 stocks and is ranked 105, with an industry return of +24.3% since the beginning of the year [6]
SEGG Media backed Veloce Media Group boasts strong quarter with blue-chip partnerships for newly acquired Quadrant
Globenewswire· 2025-08-28 13:15
Core Viewpoint - SEGG Media Corporation is experiencing positive growth following its strategic investment in Veloce Media Group and Veloce's acquisition of Quadrant, which is enhancing its portfolio in sports, gaming, and digital media [3][4][6]. Group 1: Company Growth and Strategy - SEGG Media's investment in Veloce has led to significant growth across competitive operations, digital media platforms, and immersive content divisions [4][6]. - Quadrant, co-founded by Formula 1 driver Lando Norris, has secured landmark partnerships with major companies such as Electronic Arts, T-Mobile, Lego, NordVPN, Revolut, and Swarovski, indicating its rapid growth and strong market positioning [5][6]. - Veloce reported £12.8 million ($17.5 million) in revenue for the financial year ending June 2024, representing a 153% increase compared to the previous year, driven by the Quadrant acquisition and an expanding portfolio [8]. Group 2: Future Prospects - The new global partnerships secured by Quadrant are expected to be a significant driver of future revenues for SEGG Media [6]. - SEGG Media has a call option to acquire a 51% majority stake in Veloce, solidifying its commitment to being at the forefront of next-generation sport and entertainment [9]. - Veloce operates the world's largest racing and gaming media network, generating over 750 million monthly digital views and engaging a rapidly growing Gen-Z and millennial audience [7].
Snail Games Advances Multi-Label Publishing Strategy with New Milestones, Events, and Upcoming Releases
Globenewswire· 2025-08-28 12:30
Core Insights - Snail, Inc. has achieved significant portfolio milestones across its publishing labels, emphasizing its strategy for broad market engagement and growth [1][7] - The company is actively expanding its presence in various gaming genres and platforms, showcasing its ability to deliver diverse content [7] Group 1: Product Launches and Updates - Snail Games, in collaboration with Studio Sirens, released the updated ARK DevKit on Epic Games Store, supporting user-generated content for ARK: Aquatica DLC, with ARK: Survival Evolved selling approximately 1.2 million units in Q2 2025 and reaching a peak DAU of over 258,000 [2] - The action-adventure RPG Robots at Midnight will debut on PlayStation, launching with a 30% promotional discount across multiple platforms to attract new players [3] - The company presented Honeycomb: The World Beyond at Gamescom 2025, confirming a release date of November 6, 2025, and utilizing NVIDIA technology to enhance gameplay [4] - Snail's indie branch Wandering Wizard will showcase Rebel Engine at PAX West, highlighting the collaboration with Latin American developers to emphasize the region's growing influence in gaming [5] - The Interactive Films label will launch The Fame Game: Welcome to Hollywood on September 4, 2025, tapping into the demand for narrative-driven interactive entertainment [6] Group 2: Strategic Initiatives - The milestones achieved reflect the strength of Snail's multi-label publishing strategy, demonstrating its capability to engage across multiple genres, platforms, and regions [7] - The company continues to broaden its market presence through global showcases, high-profile collaborations, and diverse publishing partnerships [7]
X @Bloomberg
Bloomberg· 2025-08-28 09:50
Market Trends - The handheld gaming market is becoming increasingly crowded [1] - Switch 2 is facing more competition [1]
The 2025 Zhejiang Service Trade Gamescom was successfully held
Globenewswire· 2025-08-28 07:07
Group 1 - The Zhejiang Service Trade Gamescom 2025 was hosted by the Department of Commerce of Zhejiang Province from August 20 to 22, showcasing the innovative achievements and cultural charm of Zhejiang's gaming industry [1][7] - The exhibition featured key participants including NetEase and other local companies, highlighting a diverse range of products such as home video game software, online games, mobile games, AR/VR devices, and digital cultural IP [3][4] - The event emphasized the theme of "Digital Empowerment, Cultural Globalization," promoting the brand appeal of "Zhejiang Services, Serving the World" and showcasing the strength of its digital trade capabilities [1][3] Group 2 - Notable gaming products showcased included NetEase's "WHERE WINDS MEET" and "Once Human" by Hangzhou Hehan Culture Communication Co., Ltd., which aims for a global release [4][6] - The exhibition provided opportunities for Zhejiang enterprises to engage with global players, senior users, and game media, fostering integration and development within the global gaming industry [7]