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Q2日均活跃用户创历史新高 “元宇宙第一股”Roblox(RBLX.US)涨超13%
Zhi Tong Cai Jing· 2025-07-31 14:35
周四,Roblox(RBLX.US)股价走高,截至发稿,该股涨超13%,报142美元。公司Q2营收10.8亿美元, 同比增长21%。日均活跃用户增长41%,达到1.118亿,创下历史新高。用户参与时长也同比跃升58%, 达到274亿小时。这一增长很大程度上得益于"种植园"等病毒式传播的热门游戏。财务方面,第二季度 预订额达14.4亿美元,远超市场预期的12.4亿美元。Roblox大幅上调了2025财年的预订收入预期,从此 前的52.9亿-53.6亿美元提高至58.7亿-59.7亿美元。公司还预计第三季度预订额将达到15.9亿-16.4亿美 元,同样超出了此前13.5亿美元的预期。 ...
美股异动 | Q2日均活跃用户创历史新高 “元宇宙第一股”Roblox(RBLX.US)涨超13%
智通财经网· 2025-07-31 14:30
周四,Roblox(RBLX.US)股价走高,截至发稿,该股涨超13%,报142美元。公司Q2营收10.8亿美元, 同比增长21%。日均活跃用户增长41%,达到1.118亿,创下历史新高。用户参与时长也同比跃升58%, 达到274亿小时。这一增长很大程度上得益于"种植园"等病毒式传播的热门游戏。财务方面,第二季度 预订额达14.4亿美元,远超市场预期的12.4亿美元。Roblox大幅上调了2025财年的预订收入预期,从此 前的52.9亿-53.6亿美元提高至58.7亿-59.7亿美元。公司还预计第三季度预订额将达到15.9亿-16.4亿美 元,同样超出了此前13.5亿美元的预期。 ...
Melco Resorts (MLCO) Q2 Earnings and Revenues Surpass Estimates
ZACKS· 2025-07-31 14:11
分组1 - Melco Resorts reported quarterly earnings of $0.23 per share, exceeding the Zacks Consensus Estimate of $0.09 per share, and showing an increase from $0.06 per share a year ago, representing an earnings surprise of +155.56% [1] - The company posted revenues of $1.33 billion for the quarter ended June 2025, surpassing the Zacks Consensus Estimate by 6.01%, compared to $1.16 billion in the same quarter last year [2] - Melco shares have increased approximately 48.2% since the beginning of the year, significantly outperforming the S&P 500's gain of 8.2% [3] 分组2 - The current consensus EPS estimate for the upcoming quarter is $0.06 on revenues of $1.25 billion, and for the current fiscal year, it is $0.27 on revenues of $4.96 billion [7] - The Zacks Industry Rank indicates that the Gaming industry is currently in the top 38% of over 250 Zacks industries, suggesting a favorable outlook for stocks within this sector [8]
Roblox stock soars 16% after revenue beat, strong user growth
CNBC· 2025-07-31 14:01
Core Insights - Roblox stock increased by 16% following the announcement of second-quarter revenue that exceeded expectations due to strong user growth [1] - The company reported net bookings of $1.44 billion, representing a 51% increase year-over-year, surpassing analyst expectations of $1.24 billion [1] - Daily active users reached 111.8 million, a 41% year-over-year increase, while hours engaged totaled 27.4 billion, up 58% year-over-year [1] User Engagement and Strategy - The company’s daily active users were expected to be 106 million according to StreetAccount [2] - CEO David Baszucki attributed the year-over-year growth to strategic investments in infrastructure, performance, discovery, and the virtual economy, fostering a thriving ecosystem for creators [2] - The company aims to capture 10% of the global gaming content market [2]
Take-Two Interactive Software, Inc. (TTWO) Is a Trending Stock: Facts to Know Before Betting on It
ZACKS· 2025-07-31 14:01
Core Viewpoint - Take-Two Interactive has been experiencing a decline in stock performance, with a -6.6% return over the past month, contrasting with the S&P 500's +2.7% and the Zacks Gaming industry's +7.4% [2] Earnings Estimates - Take-Two is projected to report earnings of $0.26 per share for the current quarter, reflecting a year-over-year increase of +420% [5] - The consensus earnings estimate for the current fiscal year stands at $2.73, indicating a +33.2% change from the previous year [5] - For the next fiscal year, the consensus estimate is $9.22, suggesting a significant increase of +237.5% compared to the prior year [6] - The Zacks Rank for Take-Two is 3 (Hold), based on recent changes in earnings estimates and other related factors [7] Revenue Growth - The consensus sales estimate for the current quarter is $1.28 billion, representing a year-over-year growth of +5.4% [10] - Projected revenue for the current fiscal year is $5.99 billion, indicating a +6.1% change, while the next fiscal year's estimate is $9.1 billion, reflecting a +51.9% increase [10] Recent Performance - In the last reported quarter, Take-Two achieved revenues of $1.58 billion, a +17.3% increase year-over-year, and an EPS of $1.09 compared to $0.31 a year ago [11] - The company exceeded consensus revenue estimates two times and EPS estimates in all four trailing quarters [12] Valuation - Take-Two is graded F on the Zacks Value Style Score, indicating it is trading at a premium compared to its peers [16]
Roblox(RBLX) - 2025 Q2 - Earnings Call Transcript
2025-07-31 13:32
Financial Data and Key Metrics Changes - In Q2 2025, Roblox reported revenue of $1.1 billion, representing a 21% year-on-year increase [10] - Q2 bookings reached $1.4 billion, up 51% year-on-year, with strong growth across all regions [10] - Daily Active Users (DAUs) were 111.8 million, a 41% increase year-on-year [11] - Monthly unique payers reached 23.4 million, up 42%, setting a new all-time record [13] - Developer Exchange (DevEx) amounted to $316.4 million, up 52% year-on-year, also a new all-time record [13] Business Line Data and Key Metrics Changes - Bookings growth was particularly strong in APAC, which grew by 75%, with notable increases in Japan (over 50%), India (over 90%), and Indonesia (over 150%) year-on-year [10][11] - The number of experiences with over 10 million DAUs increased, with five experiences achieving this milestone, including new hits launched in the last twelve months [14] Market Data and Key Metrics Changes - The U.S. and Canada saw bookings growth of 43%, while APAC's growth was driven by strategic markets [10] - Engagement hours in Q2 reached 27.4 billion, up 58% year-on-year, with significant growth in APAC (95%) and the U.S. and Canada (35%) [12] Company Strategy and Development Direction - Roblox aims to capture 10% of the global gaming content market, with a focus on enhancing platform performance, discovery, and creator economy [10][14] - The company is investing in global infrastructure and personalization to improve user experience and content discovery [16] - Innovations in safety and privacy tools are being prioritized, including the introduction of trusted connections and age estimation [18] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in the company's ability to capitalize on multiple tailwinds, including the UGC creator economy and advancements in AI [28] - The company raised its fiscal year 2025 guidance, expecting revenue growth of 22% to 25% and bookings growth of 34% to 37% year-on-year [32][34] - Management noted that while current trends are positive, there is a need for caution in extrapolating Q2's extraordinary results over a longer period [34] Other Important Information - The company launched an IP license manager and catalog, partnering with major brands like Lionsgate and Netflix [20] - A new creator rewards program was introduced to better align incentives with long-term platform health [85] Q&A Session Summary Question: How much capacity does the system have to absorb the surge in demand? - Management highlighted the ability to handle over 30 million concurrent players, utilizing a mix of bare metal infrastructure and cloud services to manage demand effectively [38][39] Question: What are the implications of the ecosystem changes for developer growth? - Management noted that the success of viral hits like Grow a Garden is attracting more developers to the platform, with ongoing improvements in technology and discovery [44][55] Question: How is Grow a Garden impacting new customer acquisition? - Management confirmed that Grow a Garden is bringing in new users, with a notable increase in older demographics engaging with the platform [94][96] Question: What is the status of the Google partnership for advertising? - Management indicated that the integration of rewarded video ads is progressing well, with strong interest from creators [74][75]
Roblox(RBLX) - 2025 Q2 - Earnings Call Transcript
2025-07-31 13:30
Financial Data and Key Metrics Changes - In Q2 2025, Roblox reported revenue of $1,100,000,000, representing a 21% increase year on year [7] - Q2 bookings reached $1,400,000,000, up 51% year on year [7] - Daily Active Users (DAUs) were 111,800,000, an increase of 41% year on year [8] - Monthly unique payers in Q2 were 23,400,000, up 42%, setting a new all-time record [10] - Developer Exchange (DevEx) was $316,400,000, up 52% year on year, also a new all-time record [10] Business Line Data and Key Metrics Changes - Bookings growth was strong across all regions, with the U.S. and Canada seeing a 43% increase, while APAC grew by 75% [8] - Notable year-on-year Q2 bookings growth included Japan over 50%, India over 90%, and Indonesia over 150% [8] Market Data and Key Metrics Changes - In Q2, the U.S. and Canada DAUs grew by 21%, while APAC DAUs increased by 76% [9] - Engagement hours reached 27,400,000,000, up 58% year on year, with significant growth in APAC at 95% [9] Company Strategy and Development Direction - Roblox aims to capture 10% of the global gaming content market, with a focus on performance, quality, and discovery [6][11] - The company is investing in global infrastructure, personalization, and discovery to enhance user experience and creator success [12][13] - Innovations in safety and privacy tools were introduced, including trusted connections and age estimation [15][16] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in the company's ability to capitalize on multiple tailwinds, including the UGC creator economy and advancements in AI [24] - The full-year 2025 revenue guidance was raised to a growth of 22% to 25% year on year, with bookings growth expected at 34% to 37% [27][29] Other Important Information - The company highlighted the success of new viral hits, with five experiences exceeding 10,000,000 DAUs [11] - A new creator rewards program was introduced to better align incentives with long-term platform health [82] Q&A Session Summary Question: How much capacity does the system have to absorb the surge in demand? - The company is pushing numbers above 30,000,000 concurrent players and has optimized its infrastructure to handle this load without excessive CapEx [33][34] Question: How do you see the ecosystem implications of recent changes? - The company believes that the growth of non-top 10 experiences is significant, with more than half of the growth in experience spend coming from these titles [26] Question: What is the impact of Grow a Garden on new customer acquisition? - Grow a Garden has attracted new users, particularly older demographics, and is expected to help drive engagement across the platform [91][92] Question: Can you discuss the Google partnership on the advertising side? - The company is seeing strong interest in rewarded video ads and has onboarded nearly 100 publishers, with plans to expand this monetization avenue [70][71]
Revolutionizing Gaming: Boosteroid's Cloud Gaming Innovations with AMD
AMD· 2025-07-31 13:00
Company Overview - Boosteroid is a cloud gaming provider that streams video games from cloud-based gaming rigs to end-user devices [1] - The company has built cutting-edge hardware and software infrastructure for cloud gaming [1] Technology and Infrastructure - Boosteroid utilizes AMD EPYC CPUs and AMD Radeon RX 7900 XT GPUs to deliver high-end video streams with high resolution and performance [2] - The infrastructure is spread across 27 data centers in Europe, North and South America [2] - AMD desktop GPUs are optimized for video streaming and games [3] Customer Base and Experience - Boosteroid caters to both sophisticated and casual gamers, requiring high frame rates, high resolution, and maximum game settings [2] - The platform aims to provide a low latency experience with AAA games [3] Partnership with AMD - Collaboration with AMD allows Boosteroid to offer customers modern GPU and CPU technologies [3] - The partnership facilitates collaboration with AMD engineers [3]
GCL Announces Fiscal Year 2025 Financial Results
Globenewswire· 2025-07-31 10:00
Core Insights - GCL Global Holdings Ltd reported a significant turnaround in FY2025, achieving net income and improved gross margins, primarily driven by the success of "Black Myth: Wukong" and an expanded game library [2][6][9]. Financial Performance - Revenues for FY2025 reached $142.1 million, marking a 45.7% increase from $97.5 million in FY2024 [3][9]. - Gross margin improved to 15.0%, up from 13.7% in FY2024, reflecting higher profit margins from publishing and digital sales [3][9]. - Net income was $5.0 million, a 350% increase compared to a net loss of $2.0 million in FY2024 [6][9]. - EBITDA for FY2025 was $10.8 million, representing a 980% increase from $1.0 million in the previous year [6][9]. Cost Structure - Cost of revenues increased to $120.8 million, a 43.5% rise from $84.2 million in FY2024 [4][9]. - Selling and marketing expenses remained stable at $2.6 million, indicating improved efficiency [4]. - General and administrative expenses rose by 17.8% to $15.4 million, reflecting investments in personnel and infrastructure [5]. Strategic Developments - The acquisition of Ban Leong Technologies is expected to enhance GCL's financial position and integrate hardware, software, and IP [3][11]. - GCL is building a robust pipeline of new game releases, focusing on the Asian gaming market [12][15]. Balance Sheet Highlights - As of March 31, 2025, GCL had $21.4 million in cash and restricted cash, up from $4.3 million a year earlier [10].
外挂?封!腾讯游戏称《三角洲行动》反作弊功能覆盖主流平台
Qi Lu Wan Bao· 2025-07-31 09:23
7月30日,腾讯游戏《三角洲行动》发布微博宣布,其CPU虚拟化反作弊功能已成功接入AMD平台,实 现了对主流CPU平台的全面覆盖。这一举措进一步强化了游戏反作弊能力,为玩家营造绿色公平的竞技 环境提供了坚实技术支撑。 2024年9月26日,《三角洲行动》上线后,立即登上了iOS免费榜第一,抖音、快手总榜全天在榜,游 戏上线信息和多个衍生话题都登上热搜,最高快手总榜TOP1,知乎相关游戏讨论热帖登上知乎热榜第 三,B站热搜最高第9位 ;截至10月4日,游戏全网注册干员(即用户)已突破 2500 万;12月,提名 2024年度游戏十强榜优秀客户端游戏。 据了解,该CPU虚拟化反作弊功能于7月11日率先在Intel平台上线,由腾讯游戏安全中心推出,是反作 弊技术的一次重要升级。其核心作用在于从原理层面阻断DMA作弊工具的使用,同时能让作弊行为及 相关设备暴露更多可识别线索,大幅提升作弊检测与识别效率。 腾讯游戏方面介绍,该功能主要针对存在异常登录环境或安全风险的账号,通过要求开启虚拟化功能, 防止账号被作弊者利用,从而保障玩家账号安全。值得注意的是,CPU虚拟化功能是Windows系统自带 机制,多数系统默认开启, ...