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CTW Cayman to Ring NASDAQ Opening Bell on August 18, 2025
GlobeNewswire News Room· 2025-08-14 12:00
TOKYO, Aug. 14, 2025 (GLOBE NEWSWIRE) -- CTW Cayman (Nasdaq: CTW) ("CTW" or "the Company"), a leading game platform company providing global access to web-based games through its flagship HTML5 platform, G123.jp, which showcases a diverse selection of free-to-play games inspired by popular Japanese animations, today announced that it is scheduled to ring the Nasdaq Stock Market Opening Bell on Monday, August 18, 2025. Ryuichi Sasaki, Founder, Chief Executive Officer and Chairman of CTW will lead the Opening ...
游戏业务延续强势,网易Q2营收同比增长9.4%
Guan Cha Zhe Wang· 2025-08-14 10:00
Financial Performance - Net revenue for Q2 2025 reached 27.9 billion yuan, representing a year-on-year growth of 9.4% [1] - Net profit attributable to shareholders under non-GAAP was 9.5 billion yuan, showing a year-on-year increase of 21.8% [1] Gaming Segment - The gaming sector remains the core business for the company, with net revenue from games and related value-added services amounting to 22.8 billion yuan in Q2 [1] - The game "Yan Yun Shi Liu Sheng" has seen sustained popularity, with over 40 million cumulative users by the end of July [1] - The classic IP "Dream of the Red Chamber" achieved a new high in simultaneous online users, while mobile game revenue also reached a new record [1] Other Business Segments - NetEase Youdao reported Q2 net revenue of 1.4 billion yuan, achieving sustainable profitability for the fourth consecutive quarter under its "AI-native" strategy [1] - NetEase Cloud Music's Q2 net revenue was 2 billion yuan, remaining stable year-on-year [1] - Net revenue from NetEase Yanxuan increased quarter-on-quarter, contributing 1.7 billion yuan in Q2 [1] North American Market Expansion - Several new games from NetEase have successfully penetrated the North American market, with "Out of Bounds" ranking second on the PlayStation May free download chart in North America [2] - "All-Star Streetball Party" and "Marvel's Secret War" topped the iOS download charts in multiple regions after their overseas releases, both entering the top 2 in the US download rankings [2] - "Seven Days World" 2.0 version reached fourth place on the Steam global bestseller list, while "Marvel Showdown" secured first and second places on the Steam US and global bestseller lists, respectively [2]
Trading at New All-Time Highs, Is Microsoft Stock Still a Good Buy?
The Motley Fool· 2025-08-14 09:45
The tech giant's stock has surged 25% this year. Microsoft (MSFT -1.61%) has routinely been one of the most valuable companies in the world. Its popular office software is used in businesses across the globe, and it has been expanding into other industries via acquisitions, such as gaming. That expanded the company's tentacles and growth opportunities, attracting more growth investors in the stock along the way. More recently, the company is diving headfirst into artificial intelligence (AI). It enhanced ma ...
X @The Economist
The Economist· 2025-08-14 09:20
Gaming’s wider benefits are starting to be recognised in the country. In the right hands, consoles can encourage learning, not laziness https://t.co/YSR8cMBvvw ...
网易二季度营收279亿元 多款游戏新品突破北美市场
人民财讯8月14日电,8月14日,网易发布2025年第二季度财报。财报显示,网易二季度净收入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,研发投入强度达到 15.6%。第二季度,网易游戏多款新品突破北美市场。 ...
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
Core Viewpoint - NetEase reported strong financial results for Q2 2025, with a net revenue of 27.9 billion yuan and a non-GAAP net profit of 9.5 billion yuan, driven by a focus on high-quality and diverse product offerings [1][3] Financial Performance - Q2 net revenue reached 27.9 billion yuan, with a non-GAAP net profit of 9.5 billion yuan [1] - R&D investment amounted to 4.4 billion yuan, representing an R&D intensity of 15.6% [1][3] - Net revenue from games and related services was 22.8 billion yuan [5] - NetEase Youdao achieved a Q2 net revenue of 1.4 billion yuan, marking its fourth consecutive quarter of sustainable profitability [5] - NetEase Cloud Music reported a Q2 net revenue of 2 billion yuan, with increased user engagement [5] - Other innovative and miscellaneous business revenues reached 1.7 billion yuan in Q2 [5] Product Development and Strategy - The company is expanding its global product lineup with several anticipated new games, including the original RPG "Forgotten Sea" and the narrative-driven action-adventure game "Return to Tang" [3] - NetEase's partnership with Blizzard has yielded strong performance for titles like "Hearthstone," which recently launched a new expansion and reached the fifth position on China's iOS bestseller list [3] - The return of "Diablo III" to the Chinese market exceeded expectations, and the upcoming release of "Diablo II" Remastered is set for August 27 [3] - NetEase's R&D investment positions it among the industry leaders, focusing on technology-driven product innovation across various sectors [3][4] AI and Technological Advancements - NetEase Lingdong launched the world's first engineering machinery embodied intelligence model "Lingjue," showcasing its capabilities at the World Artificial Intelligence Conference [4] - The model achieved 80% efficiency compared to human operators in harsh environments and aims for unmanned operations in over 30 mines by 2027 [4] - NetEase Youdao is enhancing its core business competitiveness through AI, achieving a user retention rate of over 75% and a 30% year-on-year increase in AI subscription service revenue [4]
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]
X @Forbes
Forbes· 2025-08-14 04:50
Philippine Billionaire Enrique Razon’s Bloomberry Ramping Up Online Gaming Amid Losseshttps://t.co/Hoa5A8B11G https://t.co/Q6YbobW3VR ...
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]