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Gamebeast Acquires RTrack to Expand Market Intelligence and Research Capabilities on Roblox
Businesswire· 2026-01-20 17:02
SEATTLE--(BUSINESS WIRE)--Gamebeast announced the acquisition of RTrack, a Roblox market research platform built to help developers and enterprises understand trends, player behavior, and game performance through structured analysis of publicly available data. RTrack has been a massively influential player in the Roblox data and analytics space since its founding in 2019, supplying developers with previously inaccessible market research data and playing a key role in pushing the UGC development space toward ...
世纪华通:在游戏业务方面 AI工具已渗透至业务运营全链条
Xin Lang Cai Jing· 2026-01-20 13:32
世纪华通在互动平台表示,在游戏业务方面,AI工具已渗透至业务运营全链条。在数字资产创作、产 品质量检测、客户服务、市场宣传及运营等关键环节,AI工具均已发挥重要作用。以子公司盛趣游戏 全新自主研发的内部AI工具平台为例,该平台已集成七大核心功能,覆盖智能翻译、AI语音合成、AI 角色生成、AI音效生成、AICG配音、数据分析智能体及AI图片高清化,该工具平台可以大幅压缩传统 制作周期,为项目快速迭代赢得宝贵时间。 ...
GameSquare (NasdaqCM:GAME) Earnings Call Presentation
2026-01-20 12:00
Market Trends and TAM - The global video game market is projected to reach $284 billion by 2025, with a CAGR of 12%[7] - The U S influencer marketing platform market is projected to reach $5 5 billion by 2025, with a CAGR of 13%[7] - U S digital advertising spending is projected to reach $342 billion by 2025, with a CAGR of 28%[7] - The global gaming market has a TAM of over $230 billion[7] - Influencers drive 60-65% of revenue activity in the gaming market[7] - Marketing spend in the gaming market accounts for 10-15% of revenue, targeting $23-35 billion[7] GameSquare Ecosystem and Acquisition - Click, a global creator network acquisition, is estimated to generate $14 5 million in revenue and $1 2 million in EBITDA on an annualized 2H 2025 basis[16] - Click enhances GameSquare's talent, media, and content ecosystem, unlocking new revenue and growth opportunities[17] Financial Performance and Guidance - GameSquare's 2H 2025 pro forma revenue guidance is $36 8 million and adjusted EBITDA is $2 9 million[41] - Gross margin is expected to double due to the shutdown of Frankly, the acquisition of Click, and ETH yield[42] - Click is expected to contribute $7 million to 2H revenue[42] - Deals in the crypto sector are expected to contribute $3 million to 2H revenue[42] Treasury Strategy - GameSquare is targeting an ETH yield of 8-14%, fully ramped[45] - As of September 30, 2025, GameSquare held 15,618 ETH[45] - $6 25 million of Web3 deals closed as of Sept 30, 2025[45]
Wix: The Market Is Overreacting To Margin Pressure
Seeking Alpha· 2026-01-20 11:39
I assign Wix.com Ltd. ( WIX ) a buy rating due to their solid execution, especially given their steady revenue in their Creative Subscriptions revenue segment and accelerating revenue in their Business Solutions segment. TheI’m a fundamental crypto and equity analyst focused on future-oriented industries where culture, technology, and valuation converge. My work spans from digital assets such as XRP, Bitcoin, and Ethereum to gaming publishers like Nintendo, Capcom, and Square Enix—sectors reshaping global f ...
员工一律禁用 AI!50 年老牌游戏公司下发最严禁令,CEO直言:“内部没人真的看好”
程序员的那些事· 2026-01-20 07:43
转自 | CSDN(ID:CSDNnews) 如果你最近刷过游戏圈和创意产业的新闻, 可能 会产生一种错觉:只要不拥抱 AI,就等于跟时代作对。 EA CEO 说 AI 是 他们的 "业务核心" ; Square Enix 刚完成一轮大规模裁员与重组,并明确表示要"激进地应用 AI" ; 《死亡空间》之父 Glen Schofield 希望 用生成式 AI"修复整个 游戏 行业" ; 前《战神》开发者 Meghan Morgan Juinio 更直言 : "如果我们不拥抱 AI,那就是在低估自 己 。 " 就在所有人加速踩油门的时候,《战锤 40K》的母公司 Games Workshop( 简称 GW , 成立于 1 9 7 5 年 )却猛地一脚刹车:全面禁止员工在内 容创作与设计流程中使用 AI。 甚至 ,GW CEO 还补了一刀:公司目 前没有一位高管对 AI 真正 感到兴奋。 (图片来自 《战锤 40K》官网 ) 不裁员,反而扩招:GW 把钱砸给了真人创 作者 更反常识的是,在同行纷纷裁美术、削内容团队的背景下,Games Workshop 在最近一个财年做了完全相反的事: CEO 亲自定调:AI 可以 ...
画风“吓死人”、月吸金5亿,百万“小孩姐”撑起年度游戏黑马
Feng Huang Wang· 2026-01-20 07:17
一款画风微恐、玩法贴合时下热门"搜打撤"品类的手游,正以席卷之势俘获无数未成年人的心,它就是巨人网络旗下的《超自然行动组》。 自上线以来,这款游戏创造了多项亮眼成绩,被誉为2025年国产游戏市场的一匹黑马。第三方报道称,其三季度贡献收入达到了17亿元,9月流水达5亿 元。Sensor Tower数据也显示,在《超自然行动组》的强劲拉动下,巨人网络(002558)8月收入环比飙升72%,在发行商收入榜中的排名一举跃升至第16 名。 曝大量未成年人充值隐患 在社交媒体平台上,有大量与《超自然行动组》相关的家长求助帖,"超自然行动组未成年人充值退钱失败"的词条持续发酵。 "今晚6点多我在做饭,家里妹妹说拿我手机去查询一下学习问题,结果过了一段时间我才发现,我的钱在我完全不知道的情况下被扣了三千多。"网友小 智直接在社交媒体发帖求助,据其描述,是妹妹偷偷操作了手机并进行充值。 "目前累计充值达九千多元,截至今日仍未追回。"小智向凤凰网科技表示,其早已寻求游戏客服提交工单进行申诉,客服却总是以各种理由推诿,如"证 据不足证明是未成年人操作",甚至表示平台多次删除工单记录,"真的很可恶,"无奈之下小智目前打算到法院起诉, ...
《超自然行动组》推出深度融合AI大模型原生玩法,聚焦游戏ETF(159869)低位布局通道
Mei Ri Jing Ji Xin Wen· 2026-01-20 04:54
Group 1 - The gaming sector experienced a brief surge followed by a decline, with the gaming ETF (159869) dropping nearly 1%, indicating a potential opportunity for low-position investments [1] - As of January 19, the gaming ETF (159869) reached a scale of 14.315 billion, providing investors with a convenient tool to invest in leading A-share gaming companies [1] - Giant Network's new feature in "Supernatural Action Group" integrates AI large model challenges into core gameplay, marking the first deep integration of AI in a high DAU game in China [1] Group 2 - The AI-driven NPCs in "Supernatural Action Group" enhance user interaction, with over 25 million AI participation counts in just one week, demonstrating high user engagement and stickiness [1] - The gaming sector is currently benefiting from multiple catalysts, including policy support, product cycles, and AI empowerment, suggesting a favorable window for investment in the gaming track [2] - The gaming ETF tracks the China Securities Animation and Gaming Index, with the highest AI application content in the market, accurately reflecting the overall performance of the A-share animation and gaming industry [2]
员工一律禁用AI!50年老牌游戏公司下发最严禁令,CEO直言:“内部没人真的看好”
猿大侠· 2026-01-20 04:11
Core Viewpoint - The article discusses Games Workshop's (GW) strong stance against the use of AI in content creation and design processes, contrasting it with the industry's trend of embracing AI as a core business element [1][2][4]. Group 1: Company Policy on AI - GW has implemented a strict internal policy prohibiting employees from using AI to generate any official content or participate in design processes, including concept setting, illustrations, and writing [5][6]. - The CEO, Kevin Rountree, emphasized that while a few executives are allowed to research AI out of curiosity, none are genuinely excited about its potential [6][4]. Group 2: Investment in Human Creators - Contrary to industry trends of layoffs, GW has increased its investment in human creators by hiring more concept designers, illustrators, writers, and sculptors, explicitly stating a commitment to respecting human creators and protecting intellectual property [6][7]. - The CEO highlighted that passionate and talented individuals are essential for creating the rich and engaging IP that is Warhammer [7]. Group 3: Community Sentiment and Brand Integrity - GW's zero-tolerance policy towards AI reflects a keen understanding of the community's sentiments, as even the slightest indication of AI involvement can lead to a trust crisis among fans [9][10]. - The company is cautious about the potential risks associated with AI, particularly regarding copyright and data sources, which could jeopardize the integrity of its core assets, such as the Warhammer universe [13][14]. Group 4: Long-term Vision - GW prefers a slower, more deliberate approach to content creation rather than risking the loss of its brand's "soul" due to AI involvement, which may not be the most efficient choice but is deemed the most rational in an industry where IP value surpasses that of models [14][15].
The Biggest Investment Mistake to Avoid in 2026
The Smart Investor· 2026-01-20 03:30
Over the years, markets have rewarded those who bought every dip.Fast rebounds happening after every sharp correction reinforced the belief that declines are temporary, boosting investors’ confidence in buying the dip. However, market behaviour changes across cycles, and what worked previously might not work now.In 2026, the biggest risk in investing may be assuming that stock prices will always keep rising or rebound immediately after corrections. Let’s break down why and what you can do to avoid this mis ...
摆脱买量,微小、抖小都在布局,下一个流量机会?
3 6 Ke· 2026-01-20 00:23
最近一段时间,微信小游戏、抖音小游戏都相继举办2025年年终大会。 两大平台大会披露的核心数据中,DAU、MAU及收入规模均实现阶段性突破,但相较于量化指标的增长,更值得关注的行业信号是:双方均将「社交」 提升至战略核心层面。 DataEye研究院基于两大平台分享实录,结合行业监测数据,对小游戏赛道核心亮点及行业趋势展开深度解析。 一、产品案例分析 社交并非小游戏行业的全新概念,但在2025年,随着行业竞争加剧与用户需求升级,社交玩法已从"辅助功能"升级为"核心增长引擎"。微小、抖小均通过 标杆产品验证了社交化的可行性,具体案例及核心逻辑如下: 案例一:擂台挑战 微信小游戏推出的"社交擂台赛"组件,成为2025年社交玩法的标杆载体,该组件通过实时对战、排行榜比拼、奖励激励等机制,将传统单机小游戏升级为 社交竞技场景。 据2026微信公开课PRO小游戏专场披露,接入"擂台赛"组件的小游戏,分享裂变效率较传统玩法提升5倍。 案例二:一元之争 根据厦门营火科技CEO徐庸展透露,《狙击外星人》曾登顶抖音小游戏热门榜,抖音平台DAU达250万,全平台DAU超500万。 据他介绍,《狙击外星人》的成功离不开8月上线的社交 ...