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Tencent’s investment roadmap into JapanMay 29, 2020Tencent has spent $65 million purchasing a 20% stake in the Japanese game studio Marvelous, becoming the largest shareholder. Marvelous, best known for Story of Seasons and Deamon X Machina, plans to use the money to develop its current game franchises and roll out new ones to the Western market.
The impact of COVID-19 on the global cinema business (as at 28/5/20)May 28, 2020The impact of COVID-19 on the global cinema business (as at 28/5/20)
The impact of COVID-19 on the global cinema business (as at 20/5/20)May 20, 2020The impact of COVID-19 on the global cinema business (as at 20/5/20)
Q1 2020 digital data now available in Cinema IntelligenceMay 18, 2020Omdia Cinema team has now added data for digital and 3D screen totals at Q1 2020 for all territories and regions tracked by Cinema Intelligence. Further details are available to subscribers of Cinema Intelligence and Cinema Intelligence: Premium.Subscribers Only
Tencent reported strong revenue growth amidst the COVID-19 pandemicMay 14, 2020Tencent reported Q1 2020 results on 14 May 2020. Compared to the same period last year. Amid the pandemic, Tencent’s Q1 online advertising revenues grew 32%. Tencent’s online video subscription service, Tencent Video, gained almost 6 million new subscribers during first quarter of 2020, with 26% year-over-year growth compared to 19% in previous quarter. Meanwhile, smartphone games business experienced a sharp quarterly increase of 34%.Subscribers Only
Games-related M&A Q1 2020: Acquisitions fall as Chinese tech giants seek to diversify revenue streamsMay 06, 2020There was a broad reduction in games-related acquisitions and funding rounds in Q1, which was largely fuelled by declining activity in China. The mobile games segment remained strong and represented the majority of deals, underlining the state of the global games market as mobile-first.
China PC Online Games Market 2019April 29, 2020Total consumer spend within the Chinese PC online gaming market was RMB 78.3 billion ($11.3 billion) in 2019, representing a year-over-year decrease of 5.4%.
The impact of COVID-19 on the global cinema business (as at 20/4/20)April 20, 2020The impact of COVID-19 on the global cinema business (as at 20/4/20)
Sony invests in Bilibili to expand the Aniplex IP portfolio in ChinaApril 10, 2020Sony Corp., via its subsidiary in the US, is investing US$400million in cash for a 4.98 percent stake in Bilibili. Bilibili established its business as an anime and comics site, and has since expanded to other entertainment categories such as video game operation and a UGC streaming service.
The impact of COVID-19 on the global cinema business (as at 23/3/20)March 23, 2020The impact of COVID-19 on the global cinema business (as at 23/3/20)
The impact of COVID-19 on film and cinema: Our analysis (20th March)March 21, 2020The impact of COVID-19 on film and cinema: Our analysis (20th March)Subscribers Only
The impact of COVID-19 on the global cinema business (as at 19/3/20)March 19, 2020The impact of COVID-19 on the global cinema business (as at 19/3/20)
Tencent’s Q4 results reflect international expansionMarch 19, 2020Tencent reported that online games revenue reached RMB30.3billion, representing a 25% growth year-over-year. International markets contributed 23% of total games revenue. This significant growth reflects the strong performance of PUBG Mobile and Call of Duty Mobile (which Tencent develops) in addition to the consolidation of Supercell’s results. Also, it was offset by the decline of PC client games; particularly Dungeon & Fighter.
The impact of COVID-19 on the global cinema business (as at 18/3/20)March 18, 2020The impact of COVID-19 on the global cinema business update as of March 18 2020.
Universal Pictures breaks windows arrangement for COVID-19 periodMarch 17, 2020In an unprecedented move, US studio Universal Pictures is offering its current theatrical releases to on-demand services, making them available at the same time as their theatrical release as a response to the COVID-19 outbreak.
Plague Inc. the most-downloaded premium app in Italy and USA amidst coronavirus outbreakMarch 16, 2020Ndemic Creations’ strategy simulation game Plague Inc. challenges players to spread a deadly virus across the globe. It recently became the top-ranking paid app in both the USA and Italy.
Q4 and Year end 2019 digital data now available in Cinema IntelligenceFebruary 27, 2020IHS Markit Technology has now added data for digital and 3D screen totals at Q4 (YE) 2019 for all territories and regions tracked by Cinema Intelligence. The data is also available for equipment manufacturers and as market share comparisons. Further details are available to subscribers of Cinema Intelligence and Cinema Intelligence: Premium.Subscribers Only
The impact of coronavirus outbreak on the Chinese online gaming marketFebruary 07, 2020The first quarter is usually the peak season for Chinese online gaming market thanks to the Chinese New Year holiday, and major publishers - namely Tencent and NetEase - introduce content updates and relevant events to accelerate growth of in-game spending and active users. The coronavirus outbreak in 2020 has made the holiday season more significant for the online gaming market.
GeForce Now: Nvidia implements aggressive pricing to consolidate cloud gaming positionFebruary 04, 2020Nvidia has announced that its ‘bring your own games’ cloud gaming service GeForce Now is to come out of limited beta today and that all 300,000 existing beta users will transition across to a free membership tier. The company will also introduce a premium membership with the first 3 months for free and a comparatively low $4.99 a month, a special introductory price guaranteed for the remainder of 2020.
Tencent’s international mobile games business eclipses NetEase for the first timeJanuary 30, 20202019 saw the major Chinese companies truly establish themselves as competitors in the global market. According to Priori Data, Tencent saw international mobile games market growth of 278% in 2019, out-performing domestic rival NetEase.