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Supercell内部800人大会:项目被砍、业务被裁撤,失败了怎么办?
3 6 Ke· 2026-01-19 02:48
Core Insights - Supercell's recent blog post titled "What We've Learned from Failures" reveals the heavy side of their optimistic culture of celebrating failures, emphasizing that acknowledging failures does not equate to enjoying them [1][3]. Group 1: Company Culture and Learning from Failures - Supercell held an internal meeting where veteran employees shared significant failures, highlighting the need for newer employees to understand the company's history beyond its current successes [3]. - The blog serves as a declaration that celebrating failure does not mean it is pleasant; rather, it often comes with substantial sunk costs and emotional turmoil [3][5]. Group 2: Key Lessons from Failures - Supercell identified three core lessons from their failures, addressing common issues in the gaming industry: resource management, team dynamics, and value judgment [5]. - The first lesson emphasizes that ambition requires boundaries; unlimited resources can hinder innovation, as seen in the failure of "Clash Mini" due to indecision and lack of focus [6][10]. - The second lesson stresses the importance of team alignment with the game genre; "Hay Day Pop" failed because the team lacked passion for the match-three genre, leading to a reliance on data rather than instinct [11][18]. - The third lesson revolves around pride in the work; a failed marketing campaign for "Clash of Clans" was halted not due to poor data but because it did not meet Supercell's quality standards, reinforcing the importance of maintaining brand integrity [19][26]. Group 3: Psychological Safety and Organizational Structure - Supercell's commitment to celebrating failures through rituals like "opening champagne" fosters a culture of psychological safety, allowing employees to feel secure in taking risks without fear of retribution [28][30]. - This safety net is crucial for a decentralized organization where decision-making is distributed, as it encourages innovation and risk-taking among project leaders [30][32].
巨人网络:《超自然行动组》推出AI大模型玩法,AI与真人玩家对局数超2500万次
Xin Lang Ke Ji· 2026-01-19 01:49
Core Insights - The article discusses the launch of a new "AI Model Challenge" in the game "Supernatural Action Group" by Giant Network, marking the first deep integration of AI models in a high DAU game in China [1] - The AI-driven NPCs in the game can now interact with players in real-time, enhancing gameplay by acting as direct opponents rather than scripted characters [1] - After one week of launch, AI participation in matches exceeded 25 million [1] Industry Collaboration - To facilitate the large-scale implementation of AI-native gameplay, Giant Network has partnered with major AI model providers such as Alibaba Cloud, Volcano Engine, and Tencent Cloud [1] - The collaboration focuses on key issues such as model capability adaptation, real-time inference efficiency, and high concurrency stability [1] - "Supernatural Action Group" serves as a pioneering example in the industry for integrating multiple AI model capabilities into a high DAU product [1]
Steam 喜加一:原价 58 元游戏《智能工厂大亨》免费领
Xin Lang Cai Jing· 2026-01-19 01:22
Core Insights - Turquoise Revival Games announced a "free giveaway" event for their game "Smart Factory Tycoon" on the Steam platform, allowing players to claim the game for free until January 21 at 2 AM Beijing time [1][3] Group 1: Game Overview - "Smart Factory Tycoon" was released on March 27, 2022, where players manage a factory from scratch, automating production processes through robot commands and fulfilling various orders while upgrading and expanding the factory [3] - The game draws inspiration from the well-received factory management simulation game "Little Big Workshop," released by Mirage Game Studios in 2019 [3] Group 2: Market Reception - Upon its release, "Smart Factory Tycoon" did not generate significant buzz, receiving only a few hundred reviews on Steam, with an overall mixed reception [3]
玩家为何买单?行业如何破局?
Xin Lang Cai Jing· 2026-01-18 21:30
(来源:新华日报) (AI制图) □ 本报记者 李嘉豪 "哈喽,需要点单吗?" 当玩家的游戏体验不佳,想要快速上分,抑或是想要和其他人一起连麦游戏,找人陪玩陪练已成为当下 一个热门选择。在常用的游戏即时语音软件中,陪玩服务会在显眼位置出现。进入对应服务频道的玩 家,通常会听到客服发出这样的询问。 游戏陪玩,是指为网络游戏玩家提供的线上陪玩陪练服务,一般分为技术类和娱乐类,前者侧重精彩的 游戏表现、单价较高,后者主要提供情绪价值、单价略低,有的会为玩家提供技术指导、策略支持。中 国音数协游戏工委发布的《2025年中国游戏产业报告》显示,2025年,国内游戏市场实际销售收入 3507.89亿元、同比增长7.68%,用户规模6.83亿、同比增长1.35%,规模同为历史新高。智研瞻产业研 究院预测,作为电竞产业的下游环节,中国游戏陪玩行业市场规模2024—2030年增长率将保持在32%— 36%之间。 陪玩交易如何产生?玩家群体为何买单?行业发展到何阶段?记者进行了探访。 点单接单,游戏即时语音软件为主要载体 《三角洲行动》《英雄联盟》《无畏契约》……梳理当前市面上火热的网络游戏,玩家基本都需要团队 协作,一个好的队 ...
MCHI Soars 45% as Chinese Equities Break Multi-Year Slump
Yahoo Finance· 2026-01-17 13:28
Core Insights - The iShares MSCI China ETF (MCHI) has outperformed the S&P 500 significantly, gaining 45% over the past year compared to the S&P 500's 19% increase, indicating a recovery in Chinese equities after a prolonged downturn [2][4] - The fund's performance is heavily influenced by Tencent, which holds a 17.5% weighting in the portfolio, reflecting the importance of China's gaming and social media sector [3][4] Fund Overview - MCHI has a portfolio valued at $7.7 billion, tracking over 500 Chinese companies, with a mix of traditional state banks and consumer internet companies like Meituan and PDD Holdings [3][4] - The fund charges an annual fee of 0.59% [3] Economic Context - Beijing's shift towards aggressive economic support aims to increase household consumption from 40% to 45% of GDP by 2030, which is expected to benefit internet and consumer sectors [6] - Early indicators show retail sales grew by 5% in early 2025, suggesting that stimulus measures are effectively driving consumer activity [6] Investment Considerations - Monitoring of quarterly GDP reports and monthly retail sales data is crucial, as continued strengthening in consumption data would support investments in consumer-exposed holdings like Meituan, Trip.com, and JD.com [7] - The significant allocation to Tencent creates both opportunities and risks, necessitating close attention to Tencent's quarterly earnings, particularly regarding gaming revenue and regulatory developments [8]
Take-Two Interactive (TTWO) Sees a More Significant Dip Than Broader Market: Some Facts to Know
ZACKS· 2026-01-16 23:51
Company Overview - Take-Two Interactive (TTWO) closed at $240.14, reflecting a decrease of -1.72% from the previous day's closing price, underperforming the S&P 500 which fell by 0.06% [1] - The stock has declined by 0.94% over the past month, contributing to a loss of 1.49% in the Consumer Discretionary sector, while the S&P 500 gained 1.99% [2] Upcoming Earnings - The upcoming earnings report for Take-Two Interactive is scheduled for February 3, 2026, with an expected EPS of $0.83, indicating a 15.28% increase year-over-year [3] - Revenue is projected to reach $1.59 billion, representing a 15.57% increase compared to the same quarter last year [3] Full-Year Estimates - Zacks Consensus Estimates for the full year predict earnings of $3.29 per share and revenue of $6.48 billion, reflecting year-over-year increases of +60.49% and +14.76%, respectively [4] - Recent changes in analyst estimates may indicate shifting business trends, with positive revisions suggesting optimism about the company's outlook [4] Valuation Metrics - Take-Two Interactive currently has a Forward P/E ratio of 74.37, significantly higher than the industry average of 17.39 [7] - The company has a PEG ratio of 2.15, compared to the gaming industry's average PEG ratio of 1.62 [7] Industry Context - The Gaming industry, part of the Consumer Discretionary sector, holds a Zacks Industry Rank of 199, placing it in the bottom 19% of over 250 industries [8] - Research indicates that the top 50% rated industries outperform the bottom half by a factor of 2 to 1 [8]
DraftKings (DKNG) Registers a Bigger Fall Than the Market: Important Facts to Note
ZACKS· 2026-01-16 23:51
分组1 - DraftKings closed at $32.62, down 8.01% from the previous trading session, underperforming the S&P 500's loss of 0.06% [1] - The stock has increased by 3.71% over the past month, contrasting with the Consumer Discretionary sector's decline of 1.49% and the S&P 500's gain of 1.99% [1] 分组2 - DraftKings is expected to report an EPS of $0.45, reflecting a 260.71% increase year-over-year, with revenue forecasted at $1.95 billion, a 40.25% growth compared to the same quarter last year [2] - For the full year, analysts anticipate earnings of $0.85 per share and revenue of $6.02 billion, indicating a 180.95% increase in earnings but no change in revenue from the previous year [3] 分组3 - Recent analyst estimate revisions indicate optimism regarding DraftKings' business and profitability [3] - The Zacks Rank system, which assesses estimate changes, currently rates DraftKings as 3 (Hold) [5] 分组4 - DraftKings has a Forward P/E ratio of 23.28, higher than the industry average of 17.39, suggesting it is trading at a premium [6] - The company has a PEG ratio of 0.46, significantly lower than the Gaming industry's average PEG ratio of 1.62 [6] 分组5 - The Gaming industry is part of the Consumer Discretionary sector, which has a Zacks Industry Rank of 199, placing it in the bottom 19% of over 250 industries [7]
Italian Competition Authority Investigates Activision Blizzard's Promotions and Parental Controls
PYMNTS.com· 2026-01-16 21:15
The Italian Competition Authority (AGCM) launched two investigations into the Microsoft-owned gaming company Activision Blizzard, alleging that it engaged in “misleading and aggressive practices.”By completing this form, you agree to receive marketing communications from PYMNTS and to the sharing of your information with our sponsor, if applicable, in accordance with our Privacy Policy and Terms and Conditions .Complete the form to unlock this article and enjoy unlimited free access to all PYMNTS content — ...
X @Galxe
Galxe· 2026-01-16 18:44
RT SID (@sid0btc)I joined the @solanagaming campaign on @Galxe without any big expectations. I thought it was just another quest, and that was all.Gaming on @solana felt amazing no delays no $40 gas fees, no frustration. Just a smooth tap, and your item instantly lands in your wallet. I even launched Star Atlas and Aurora right from my regular Solana wallet, and it genuinely impressed me. The experience of 60 fps, solid graphics, real ownership, and zero stuck transactions feels refreshing.When Solana Gamin ...
Italy investigates Activision Blizzard for pushing in-game purchases
TechCrunch· 2026-01-16 15:02
Core Viewpoint - Italy has initiated two investigations into Microsoft's Activision Blizzard, accusing the company of "misleading and aggressive" sales practices related to its mobile games Diablo Immortal and Call of Duty Mobile [1][2]. Group 1: Investigations and Allegations - The Autorita Garante della Concorrenza E Del Mercato (AGCM) is investigating the use of design elements in the games that may lead users, especially children, to engage in prolonged play and make in-game purchases [2][6]. - The AGCM's statement indicates that these practices could mislead players regarding the actual value of virtual currency and encourage excessive spending, sometimes beyond what is necessary for game progression [3][4]. Group 2: Game Features and Monetization - Diablo Immortal and Call of Duty Mobile are marketed as free-to-play but include in-game purchases, which is a common monetization strategy for such games [4]. - In-game purchases in Diablo Immortal can reach up to $200, allowing players to buy cosmetics and currency to enhance their gaming experience [4][5]. Group 3: Parental Controls and Privacy Concerns - The AGCM is also examining the parental control features of the games, noting that default settings permit minors to make in-game purchases and play for extended periods without restrictions [6]. - Privacy issues have been raised, as the games seem to encourage users to select all consent options during sign-up, prompting an investigation into the company's data consent processes [6][7].