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Ansem 🧸💸· 2026-01-26 20:41
RT Jody (@100xJody)How does it not make sense to you?1) Roblox is and was not built on speculation. Its primary goal was to be a fun game, and was specifically designed for kids first and built out from there. Kids spend a lot of money from their parents and have infinite time to play.2) They have a management team that focused on development over price action for a majority of their business life3) They thoughtfully pivoted multiple times early on to find true PMF and hammered it home when found4) Again, l ...
Calls of the Day: Wynn, Cummins, Boston Scientific, Applovin and Monster Beverage
CNBC Television· 2026-01-26 19:54
Let's do some calls of the day. So Goldman has an interesting gaming call today. They say expect another tough quarter for Vegas.They still name Las Vegas Sands their top pick. They reiterate their buy. 80 bucks is the price target there.However, they do lower winds target to 140 from 148 and they reiterate the buy there as well. Jimmy, we go to you first because I've ended on win and that's your big winner. >> Yeah.Well, it >> has been one. >> It it has been. I mean, it's come off a little bit.Um, I'm thin ...
Ubisoft: Cheap For A Reason As The Turnaround Clock Starts
Seeking Alpha· 2026-01-26 13:59
Core Insights - The article emphasizes the convergence of culture, technology, and valuation in future-oriented industries, particularly in digital assets and gaming sectors [1] Group 1: Digital Assets - The focus includes major cryptocurrencies such as XRP, Bitcoin, and Ethereum, which are reshaping global finance [1] - The analysis aims to identify early positioning in these digital assets that are leading the next cycle of growth [1] Group 2: Gaming Industry - The article covers gaming publishers like Nintendo, Capcom, and Square Enix, highlighting their role in transforming entertainment [1] - The approach combines discounted cash flow (DCF) and relative valuation methods to assess these companies [1] Group 3: Consumer Brands - Selected consumer brands such as Monster Beverage, Sprouts, and Macy's are analyzed, where brand strength and consumer behavior are key drivers of long-term value [1] - The analysis seeks to provide insights into how these brands can capitalize on market trends [1]
刚刚下发2026第一批版号:182个,腾讯网易三七巨人在列,《彩虹六号:攻势》来了
3 6 Ke· 2026-01-26 13:01
Core Insights - The National Press and Publication Administration announced the approval of 177 domestic games and 5 imported games in January 2026, indicating a significant activity in the gaming industry [1][2][4]. Domestic Game Approvals - A total of 177 domestic games received approval, with 175 categorized as "mobile" games, including 64 in the "mobile-casual puzzle" category. Only 2 games were approved in the "client" category, while no approvals were granted for "web" or "console" categories this month [2]. - Notably, 10 games received both mobile and client approvals, highlighting a trend towards multi-platform availability [2]. - In 2025, the total number of domestic game approvals was 1,676, with 96 imported games and 86 changes in game approvals. The 177 approvals this month represent the second-highest monthly total in the past year [2]. Imported Game Approvals - Five imported games were approved this month, with an average of 8 imported games receiving approval monthly over the past year [4]. Notable Games and Changes - Prominent domestic games approved include titles from well-known companies such as NetEase's "Yao Yao Qi," 37 Interactive's "Douluo Dalu: Qicheng," and Giant's "Yue Yuan Zhi Ye: Da Shi Dui Yi" [6]. - The approved imported games include Tencent's "Rainbow Six: Siege" and two titles from Kingsoft's "Angry Birds" series [7]. - A name change was noted for NetEase's game "Endless Lagrange," which has been renamed to "Interstellar Hunter" [8].
DraftKings to Release Fourth Quarter 2025 Results on February 12, 2026 and Host Investor Day on March 2, 2026
Globenewswire· 2026-01-26 13:00
Core Viewpoint - DraftKings Inc. is set to release its fourth quarter 2025 results on February 12, 2026, followed by a conference call on February 13, 2026, to discuss the results and business performance [1][2] Group 1: Earnings Announcement - The fourth quarter 2025 results will be announced after market close on February 12, 2026 [1] - A conference call and audio webcast will take place on February 13, 2026, at 8:30 a.m. ET for management to discuss the results [2] Group 2: Investor Day - DraftKings will host a virtual Investor Day on March 2, 2026, at 9:00 a.m. ET to share insights on future opportunities and financial strategies [3] - The event will include a live webcast and on-demand replay available on the investor relations website [3] Group 3: Company Overview - DraftKings Inc. is a digital sports entertainment and gaming company founded in 2012, headquartered in Boston [4] - The company operates in 30 states, Washington, D.C., Ontario, Canada, and Puerto Rico, offering mobile and retail sports betting [4] - DraftKings also provides iGaming in five states and Ontario, and owns Jackpocket, a leading digital lottery courier app in the U.S. [4] - The company is an official partner of major sports leagues including the NFL, NHL, PGA TOUR, WNBA, UFC, NBA, and MLB [4]
Enthusiast Gaming Hosts Largest Ever Edition of Pocket Gamer Connects London
TMX Newsfile· 2026-01-26 12:00
Core Insights - Enthusiast Gaming Holdings Inc. hosted its largest Pocket Gamer Connects event in London, attracting over 3,000 attendees from 60 countries, marking a significant milestone for the company and the gaming industry [1][2][6] - The event showcased the growing relevance of Pocket Gamer Connects within the global games industry, with participation from notable brands and partners such as Supercell, Epic Games, and CD Projekt Red [3][4] Company Overview - Enthusiast Gaming focuses on building tools, platforms, and experiences for gamers, generating revenue through programmatic advertising, subscriptions, and events [5] - The company operates a portfolio of digital properties, including Pocket Gamer, U.GG, and Icy-Veins, and aims to expand its owned IP while deepening audience engagement [5] Event Highlights - Pocket Gamer Connects London 2026 featured 310 speakers across 27+ content tracks, covering various gaming formats and industry trends [6] - The event included initiatives like the Aurora: Celebrating Women in Games, promoting diversity and mentorship within the industry [6] - Upcoming flagship events include Pocket Gamer Connects Summit in San Francisco on March 9, Dubai GameExpo Summit on May 21-22, and Pocket Gamer Connects Barcelona on June 15-16 [3]
西南证券:AI应用全面开花 游戏电影持续复苏
智通财经网· 2026-01-26 07:13
Group 1: AI Applications - The AI application ecosystem is thriving, with continuous upgrades in AI+ gaming, comics, companionship, advertising, education, and healthcare [2] - Major companies are accelerating their layouts, with advancements in multi-modal interaction and video generation technologies [2] - Key products like Ant Lingguang, Tencent's Mixed Yuan Game 2.0, Kuaishou Keling, and Yidian Tianxia AdsGo.ai are driving AI penetration in content creation, gaming, video production, and marketing [2] Group 2: Gaming - The gaming market is expected to show steady growth in 2025, driven by quality content and IP [3] - A clear policy encouragement is evident, with a record issuance of 1,772 game licenses in the year, injecting vitality into the industry [3] - Innovative gameplay, such as the "search, hit, withdraw" model and SLG fusion gameplay, is expanding the user base [3] Group 3: Film and Television - Short dramas and AI comics are gaining popularity, while long videos are expected to recover [4] - The comic drama market is projected to explode in 2025, with nearly 47,000 new releases and a market size of approximately 53.3 billion yuan, reflecting a 113% year-on-year growth [4] - The film market is set for a comprehensive recovery, supported by both top-tier and mid-tier films, with significant box office returns [4] - The television industry is experiencing a supply rebound driven by new policies, indicating a potential turning point for the drama market [4]
国乙破圈,卡在2.5次元
3 6 Ke· 2026-01-26 03:10
Core Insights - The article discusses the challenges faced by the game "恋与深空" (Love and Deep Space) during its second anniversary, highlighting the disconnect between the company's efforts and player satisfaction [1][5][12] - The introduction of a home system aimed at enhancing player engagement has received mixed reactions, with some players expressing dissatisfaction and even threatening to stop spending [5][9][16] - The industry is experiencing a struggle with expanding player bases while maintaining core user satisfaction, leading to a dilemma for companies like叠纸 (Paper Games) [16][20][26] Summary by Sections 1. Anniversary Celebration and Player Reactions - "恋与深空" launched its second anniversary celebration with significant updates, including a new version and a ranking boost, achieving the second position in the iOS sales chart [1][3] - Despite the celebratory efforts, including a home system and offline events, player reactions have been critical, with some threatening to stop spending until the company addresses their concerns [1][9] 2. Home System Implementation - The home system was introduced to enhance player interaction and engagement, a trend seen in other games as well [3][5] - However, the implementation has led to criticism regarding the perspective players have in the game, which some feel detracts from their emotional connection to the characters [5][7] 3. Industry Challenges and Player Dynamics - The article notes that the乙游 (otome game) genre faces inherent limitations due to its gameplay structure, which has not evolved significantly since its inception [10][12] - The success of "恋与深空" is attributed to its ability to attract new user demographics, but the high development costs and narrow market appeal pose ongoing challenges [14][24] 4. Expansion Dilemma - Companies in the乙游 sector are grappling with the need to expand their player base while risking alienating core users, leading to a potential backlash [16][20] - The article suggests that rather than attempting to broaden their appeal, companies should focus on deepening emotional connections with existing players to ensure long-term success [20][26]
沐瞳MLBB电竞:2026新设五大赛区,世界总决赛进军欧洲
Yang Zi Wan Bao Wang· 2026-01-25 14:46
Group 1 - The next MLBB World Championship (M8) will be held in Istanbul, Turkey, marking the first time this globally popular mobile esports event enters Europe, indicating a strategic move by Chinese tech companies to expand into the European market [1] - MLBB (Mobile Legends: Bang Bang), launched in 2016, has over 110 million monthly active users and more than 1.5 billion registered users, making it one of the most influential Chinese mobile games globally, often referred to as a "national game" in various regions [1] - In 2026, the company plans to establish five new competition zones for MLBB esports, further enhancing its global presence and competitive structure [1]
Illumination and Nintendo Reveal the First Look at Yoshi in The Super Mario Galaxy Movie, Which Will Be Released in April 2026
Businesswire· 2026-01-25 14:32
Group 1: Film Overview - The Super Mario Galaxy Movie is an animated film based on the Super Mario Bros. universe, set to be released worldwide by Universal Pictures in April 2026 [1][3] - The film's release date has been moved from April 3, 2026, to April 1, 2026, in the US and many global markets, with Japan's release scheduled for April 24, 2026 [2] - The film follows the success of The Super Mario Bros. Movie, which grossed over $1.3 billion worldwide [3] Group 2: Production Details - The Super Mario Galaxy Movie is produced by Chris Meledandri of Illumination and Shigeru Miyamoto of Nintendo, co-financed by Universal Pictures and Nintendo [3] - The film is directed by Aaron Horvath and Michael Jelenic, with a screenplay by Matthew Fogel and music composed by Brian Tyler [4] Group 3: Cast Information - The voice cast includes Chris Pratt as Mario, Anya Taylor-Joy as Princess Peach, Charlie Day as Luigi, Jack Black as Bowser, and Brie Larson as Rosalina among others [4] Group 4: Company Background - Illumination - Illumination, founded in 2007 by Chris Meledandri, is a leading producer of animated films, known for franchises like Despicable Me and The Super Mario Bros. Movie [5] - Illumination's films have grossed nearly $11 billion worldwide, showcasing their global appeal and cultural relevance [5] Group 5: Company Background - Nintendo - Nintendo Co., Ltd., established in 1889, has evolved from manufacturing playing cards to becoming a major player in the gaming industry [6][7] - Nintendo has sold over 6 billion video games and more than 870 million hardware units globally, creating iconic franchises such as Mario, The Legend of Zelda, and Pokémon [7]