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每日观察:关注Plants vs. Zombies: Garden Warfare 2新游戏11.06

发布时间:2015-11-06 11:23:27 Tags:,

1,据venturebeat的消息称Electronic Arts确认了Plants vs. Zombies: Garden Warfare 2将在明年2月26日上架,平台包括PlayStation 4、Xbox One和PC。

前作Plants vs. Zombies: Garden Warfare已经在2014年上架。

garden warfare 2(from venturebeat.com)

garden warfare 2(from venturebeat.com)

2,据venturebeat的消息称Superdata的数据显示亚洲地区的移动游戏容量达到140亿美元,其中中国市场为52亿美元而日本市场为62亿美元,韩国排名第三也有13亿美元的规模。

puzzle-dragons-gungho(from venturebeat.com)

puzzle-dragons-gungho(from venturebeat.com)

3,据pocket gamer的消息称king发布财报,第三财季营收4.8亿美元。

按照king提供的数据,他们旗下游戏的月度活跃用户非常的稳定,一直在5亿左右的超级高位。

king-fy15-q3-maus(from pocketgamer.biz)

king-fy15-q3-maus(from pocketgamer.biz)

4,据gamesindustry的消息称随着NBA 2K16和Grand Theft Auto V的持续热门,Take-Two又交出了一份光鲜的财报,营收到3.5亿美元,净利润也同比扭亏,达到5500万美元。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

nba 2k 16(from gamesindustry.biz)

nba 2k 16(from gamesindustry.biz)

1,Publisher Electronic Arts revealed today that its upcoming team-based shooter Plants vs. Zombies: Garden Warfare 2 will come out on February 26 for PlayStation 4, Xbox One, and PC. This is a bit earlier than the spring launch originally announced by the company.

Garden Warfare is a spinoff of the Plants vs. Zombies tower defense series, which is a relatively simple game compared to the shooter-based action of Garden Warfare. The first Garden Warfare came out in 2014.

The sequel will be an important part of EA’s 2016, especially with an early release date in the year. It could help the publisher build momentum into another year of revenue growth.(source:venturebeat.com

2,The East outspends the West when it comes to mobile, and the gap could grow as more countries come online.

Asian countries are responsible for $14 billion in spending on mobile games, according to industry-tracking firm SuperData. As you might expect, a ton of that cash comes from China, one of the world’s largest economies. But the $5.2 billion that 785 million Chinese gamers spend on iOS and Android is actually less than the $6.2 billion that 132 million Japanese gamers spend. That number makes Japan both the highest spending market on mobile games — even ahead of the United States — and the country with the highest average revenue per player. With South Korea’s $1.3 billion rounding out Asia’s “big three,” this region is already a powerhouse. But India, Southeast Asia, and the rest of China could cause mobile spending to grow even faster in the future.

Now, it’s not news to most mobile developers that Asian countries like Japan, China, and South Korea are mammoth markets for mobile gaming, few developers and publishers have figured out how to really catch on in those regions. Blizzard’s Hearthstone card battler has found success among China’s and South Korea’s pro-gaming scenes, but it’s the rare Western hit in a market dominated by local companies.(source:venturebeat.com

3,Mobile games publisher King (NYSE:KING) , which is being bought by Activision Blizzard for $5.9 billion, has announced its FY15 Q3 financials, for the three months ending 30 September 2015.

Revenues were $480 million, down 7% year-on-year and down 2% quarter-on-quarter.

Profits were $143 million, down 1% year-on-year, and down 13% quarter-on-quarter.

King ended the quarter with cash and equivalents of $920 million, up $134 million from three months ago.

“These results reflect our continued execution of our franchise strategy and the longevity of our brands,” commented CEO Riccardo Zacconi.

Glass half empty?

As with Q2, the company finds itself dealing with the maturing (or slow decline) of its key Candy Crush franchise.

So while the revenues from what it calls its “non-Candy Crush Saga” games were up 14% year-on-year (60% of gross bookings), this wasn’t enough to offset the decline.(source:pocketgamer.biz

4,Take-Two today announced its second quarter earnings for the period ended September 30, 2015, and thanks to a strong launch for NBA 2K16 (4 million units sold in its first week) along with continued demand for Grand Theft Auto V, the publisher reported better-than-expected results, as GAAP net revenue grew 175 percent to $347.0 million while net income totaled $54.7 million (compared with a loss of $41.4 million a year ago).

On a Non-GAAP basis, net revenue grew 169 percent to $364.9 million and net income increased to $32.7 million. The publisher noted that its digital business continued to see gains as well, as digitally-delivered content grew 57 percent year-over-year to $141.0 million, driven by the GTA, NBA 2K, Borderlands and WWE 2K series. Additionally, revenue from recurrent consumer spending (defined as virtual currency, downloadable add-on content and online games) grew 39 percent year-over-year and represented 51 percent of Non-GAAP digital revenues (20 percent of total).(source:gamesindustry.biz


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