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网易Q2营收279亿元 《遗忘之海》《归唐》等新品受期待
Huan Qiu Wang· 2025-08-14 09:03
财报显示,多款令人期待的新游戏将继续丰富全球产品布局,包括原创海洋冒险RPG《遗忘之海》,叙 事向动作冒险游戏《归唐》蓄势待发,以及正在筹备将《逆水寒》手游等推向全球市场。 【环球网财经报道 记者 李文瑶】8月14日晚间,网易发布2025年第二季度财报。财报显示,网易Q2净 收入279亿元,非公认会计准则下归属于公司股东的净利润为95亿元;研发投入44亿元,研发投入强度 15.6%。二季度,网易坚持精品化、全球化战略,持续壮大高品质、多品类产品矩阵,驱动业绩长期稳 健增长。 继推出挖掘机器人、装载机器人后,网易伏羲旗下网易灵动发布了全球首个工程机械具身智能模型"灵 掘"。在世界人工智能大会现场,"灵掘"模型实现全球首秀:上海观众远程操控装载"灵掘"的内蒙古露 天矿山挖掘机, 跨越2000公里完成精准作业。在严苛环境中"灵掘"单机装车效率已达人工80%,成功适 配极寒、高粉尘等严苛环境与多型号矿卡。为加速技术普惠,网易灵动还首次开源"灵掘"数据集,计划 联合行业在2027年实现超30座矿山无人化运营。 二季度,网易有道持续通过AI来建构核心业务的长期竞争力。例如,AI作文批改、AI高考志愿填报等 功能进一步带动 ...
Telkomsel, Nuon, and Bango bring convenient and affordable Microsoft PC Game Pass access to Indonesian gamers, strengthening their digital gaming experience
Globenewswire· 2025-08-14 08:00
Group 1: Strategic Collaboration - Bango, Telkomsel, and Nuon Digital Indonesia announced a strategic collaboration to offer Microsoft PC Game Pass through IndiHome Add-On in Indonesia [1][3] - The partnership utilizes Bango's Digital Vending Machine® (DVM™) for fast and secure activation, along with promotions and discounts for customers [1][4] Group 2: Product Offering - Microsoft PC Game Pass provides unlimited access to hundreds of high-quality PC titles for a fixed monthly subscription fee of IDR 63,063 (excluding VAT) [2][5] - The service includes day-one releases from major studios and exclusive bonuses from Riot Games, enhancing the gaming experience for users [2][3] Group 3: Market Trends and Benefits - The collaboration addresses the growing trend of cross-platform gaming and subscription services, allowing gamers to enjoy premium experiences affordably [3] - By integrating PC Game Pass into IndiHome Add-On, Telkomsel aims to drive customer acquisition and retention while providing added value to Indonesian gamers [4][5] Group 4: Promotional Offers - A promotional offer for the first 500 users includes a free first month of PC Game Pass starting August 14, 2025 [6][8] - Subscribers will receive an activation code to start playing after completing the transaction [6]
腾讯二季报:国际市场游戏收入连续四季度创新高,旗舰长青向平台化进化
Huan Qiu Wang· 2025-08-14 02:37
【环球网财经报道 记者 李文瑶】8月13日,腾讯公布2025年第二季度业绩。财报显示,腾讯今年二季度 网络游戏业务收入达592亿元,其中国际市场游戏收入188亿元,同比增长35%,连续四个季度刷新历史 高点;本土市场收入达404亿元,同比增长17%。 腾讯董事会主席兼首席执行官马化腾表示,"《王者荣耀》及《和平精英》等长青游戏向平台化进化并 加大了AI的应用,新游戏如《三角洲行动》亦取得了突破,使得我们的游戏业务在用户及收入侧均表 现出色。" 国际市场游戏收入增速创单独披露以来新高 此外,基于"暗区突围"IP开发的端游《暗区突围:无限》在今年4月底上线后首日用户数量突破百万, 上线三个月内在网吧热力榜中稳定Top 10水平,进一步扩大腾讯游戏在端游市场的领先优势。 Funcom成立于1993年,曾制作《流放者柯南》《柯南时代》等著名游戏,在MMORPG领域拥有丰富经 验。2020年,腾讯全面收购Funcom,后者正式成为腾讯的海外子工作室,从《沙丘:觉醒》的表现来 看,腾讯这一长线布局已初现成果。 射击产品全面开花,王者、和平向平台化进化 根据游戏工委的报告显示,上半年收入排名前100的移动游戏中,射击类游戏 ...
Motorsport Games(MSGM) - 2025 Q2 - Earnings Call Transcript
2025-08-13 22:00
Financial Data and Key Metrics Changes - Revenues for Q2 2025 were $2.6 million, an increase of $700,000 or 37.7% compared to the same period in the prior year [22] - Net income for the quarter was $4.2 million, compared to $2.1 million for the same period in the prior year, an improvement of 103% [24] - Adjusted EBITDA for Q2 2025 was $3.7 million, compared to an adjusted EBITDA loss of $500,000 for the same period in the prior year, reflecting a $4.2 million improvement [25] Business Line Data and Key Metrics Changes - Game revenues from "Le Mans Ultimate" increased by $1.3 million, particularly from DLC sales, contributing significantly to overall revenue growth [22] - The subscription service "Race Control" saw a net monthly recurring revenue (MRR) growth of 296% in June alone, indicating strong player engagement [14] Market Data and Key Metrics Changes - The company reported record game revenues in June, outside of the original product release month, demonstrating strong continued interest in "Le Mans Ultimate" [10] - The subscription service has over 200,000 registered accounts, contributing significantly to the business since its introduction [14] Company Strategy and Development Direction - The company is focusing on the development of "Le Mans Ultimate" and plans to expand its gaming franchise beyond sim racing endurance titles [21] - There are ongoing discussions with potential partners for publishing responsibilities to maximize the game's long-term potential [12] Management's Comments on Operating Environment and Future Outlook - Management expressed satisfaction with the turnaround progress and highlighted the importance of the subscription service as a predictable cash flow source [15][27] - The company aims to attract new players through the introduction of a career mode feature, expanding its audience [20] Other Important Information - The company has completed the purchase of Studio 397, gaining full control over the technology and intellectual property, which is expected to enhance future game development [18] - The company is investing in its SaaS infrastructure and has hired a new vice president of revenue and growth to maximize game content and subscription revenues [16] Q&A Session Summary - There were no questions during the Q&A session, and the call concluded without any inquiries from participants [29]
Motorsport Games (MSGM) Earnings Transcript
The Motley Fool· 2025-08-13 21:54
Image source: The Motley Fool. Wednesday, Aug. 13, 2025 at 5 p.m. ET Call participants Chief Executive Officer — Stephen Hood Chief Financial Officer — Stanley Beckley Head of Investor Relations — Ben Rossiter-Turner Need a quote from a Motley Fool analyst? Email [email protected] Takeaways Revenue-- $2.6 million for the quarter ended June 30, 2025, an increase of 37.7% year-over-year driven by growth in Le Mans Ultimate downloadable content sales and Race Control subscription services. Net income-- Net inc ...
IAC (IAC) FY Conference Transcript
2025-08-13 15:47
Summary of IAC FY Conference Call - August 13, 2025 Company Overview - **Company**: IAC (InterActiveCorp) - **Key Businesses**: - People Inc (formerly Dotdash Meredith) - Care.com - Vivien Health (healthcare staffing) - The Daily Beast - Search business - **Financial Position**: $900 million in cash at the parent level with no debt at the parent level, although there is debt at People Inc which was refinanced attractively in June [10][11][12] Rebranding and Digital Transition - **Rebranding**: Transition from Dotdash Meredith to People Inc aimed at simplifying the brand for better recognition and marketability [5][6][13][15] - **Digital Focus**: The company is transitioning from print to digital, with a significant reduction in print publications from 12-13 to 7 over three years. The print business is maintained for branding and cash flow purposes [18][19][20] - **Digital Revenue**: 64% of the company's digital revenue comes from owned and operated (O&O) websites, with a focus on diversifying traffic sources beyond Google [25][28] Growth and Future Opportunities - **Long-term Goals**: Targeting 10% digital growth, with potential upside through new brands and leveraging consumer data [31][33] - **Decipher Tool**: An ad targeting tool that utilizes first-party data to enhance advertising effectiveness, potentially increasing the total addressable market (TAM) for ad sales [33][82] - **Care.com Growth**: Aiming for 10-20% growth in the consumer segment by improving product offerings and marketing strategies [94][97] Advertising Market Insights - **Market Conditions**: The advertising market is described as "good, not great," with sector-specific performance. Health and pharma are solid, while CPG and food and beverage sectors are facing challenges [68][71] - **Programmatic Advertising**: Programmatic revenue accounts for about 25-30% of total digital revenue, with recent improvements noted in pricing and demand [75][77] Strategic Partnerships and Licensing - **LLM Licensing**: The company is exploring licensing deals with LLM (Large Language Model) providers, emphasizing the need for high-quality content and potential economic arrangements [39][41] - **Cloudflare Partnership**: A partnership aimed at blocking LLM crawlers, except for OpenAI, has led to increased discussions with other LLM providers about accessing content [40] Financial Management and Shareholder Value - **Share Repurchases**: The company has been cautious with share buybacks, having repurchased $200 million worth of stock earlier in the year, while also considering M&A opportunities [58][59] - **Corporate Overhead**: Targeting a reduction in corporate overhead expenses, aiming for a run rate of $80-90 million by year-end [63][65] Key Business Segments - **Vivien Health**: Positioned as a strategic asset in healthcare staffing with a marketplace model connecting nurses and healthcare systems, currently generating mid-eight figures in revenue [99][100] - **Care.com**: Focused on stabilizing and growing the consumer segment after a decline in subscribers, with a new CEO implementing product improvements [96][97] Conclusion - The company is optimistic about its future growth prospects, leveraging its strong brand portfolio and digital capabilities to navigate the evolving media landscape [36][56]
RBLX Stock Trades at Premium Value: Should You Buy, Sell or Hold?
ZACKS· 2025-08-13 15:21
Key Takeaways Roblox trades at a forward P/S of 12.45X versus the gaming industry's 3.62X average.Q2 bookings jumped 51% y/y to $1.4B, with DAUs up 41% to 111.8M and strong APAC gains.Record 23.4M monthly payers and $316.4M in DevEx payouts highlight creator momentum.Roblox Corporation (RBLX) is currently trading at a forward 12-month price-to-sales ratio of 12.45X compared with the Zacks Gaming industry’s average of 3.67X and the broader Consumer Discretionary sector’s 2.22X.P/S (F12M) Image Source: Zacks ...
FPS游戏大爆,腾讯计划将《和平精英》《王者荣耀》平台化
Tai Mei Ti A P P· 2025-08-13 14:51
2025年ChinaJoy腾讯游戏的展区,图/李程程 上线未满一年,FPS(第一人称射击游戏)新游《三角洲行动》在今年7月DAU破2000万。 这是8月13日腾讯发布的二季报中,一个新的亮点,在游戏产业看似已经卷无可卷的情况下。这也是腾 讯逃离了当前一众互联网平台型公司高举"AI"和"IP"叙事的表现。 当然了,面对资本市场,在财报中,马化腾解释称,这部分成绩,也得部分得益于AI塑造,"2025年第 二季,我们在AI领域持续投入并从中获益,收入及非国际财务报告准则经营盈利均取得双位数百分比 同比增长。" 二季度,腾讯实现营收1845亿元同比增长15%,经营利润(Non-IFRS)692.5亿元同比增长18%。 游戏所在的腾讯增值服务收入板块,同比增长16%至913.7亿元,其中,游戏业务在长青战略深化实践 及AI能力驱动下,收入同比增长22%,连续三季保持20%以上增速。 腾讯在财报中称,"我们应用AI工具以加速游戏内容制作,基于AI技术推出更拟真的虚拟队友和非玩家 角色,采用AI驱动的营销举措以吸引新玩家及提升参与度,促进了本土及国际市场游戏的受欢迎程度 及收入增长。" 但这个理由的说服性有点不强。大家都知 ...
X @The Economist
The Economist· 2025-08-13 14:20
As Britain’s gaming industry has grown, the benefits have become more evident. It employs around 30,000 people, is unusually productive, and is a sector where the country is really levelling up https://t.co/X28VBymGW0 ...